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Old Apr 06, 2011, 09:44 AM // 09:44   #21
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Note that theyre only immune if they dont already have agro at quest completion
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Old Apr 06, 2011, 09:47 AM // 09:47   #22
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Note that theyre only immune if they dont already have agro at quest completion
Really? Is it just then that the enemy won't target them after quest completion?
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Old Apr 06, 2011, 09:47 AM // 09:47   #23
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At first the Mo/R was more of a wild shot instead of the cornerstone of my strategy, but it proved to be way more useful than I had anticipated. And Everdawn, you can equip your heroes easily with green drops you can buy for a few plats, or, if you've got some plat you can craft 20/20 weapons and focus items from Leviathan Pits & Vasburg Armory. If you have access to the ritualist heroes you will find the underworld easier to learn due to area wide protective spirits.

@Xeno - I wasn't aware of the reaper immunity after quest completion, thanks.
Yeah, that is true. But my total welth is only a few plats. 30 of them or someting Maybe it's here that my generall lack of experince shows. I wanted to skimp on the equipment untill i settled on at least a generall set of heroes to run.

I've never done any farming, just run the story and quest, idendified and sold what i looted. Never really spent anything either.

I'll shut up now I'll be back when I get stuck on some quest, I hope that still stands from the OP that you can ask advice if needed.

Thanks all!

P.S. And oh! I have full mercs btw, out of game spending is esier the ingame strangely enugh D.S.
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Old Apr 06, 2011, 10:22 AM // 10:22   #24
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Really? Is it just then that the enemy won't target them after quest completion?
They disappear from the party and turn into a different sort of NPC, don't they.
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Old Apr 06, 2011, 09:03 PM // 21:03   #25
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@Chthon - If Jeydra's up for it I could tag along for an uw run, but you don't have to bother.
I'll see if I can stir up some interest to field a team.

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and for 4HM, I knew it's not very likely to survive the assault at the reaper, so I went through viable options and came up with a Muddy Terrain/Barbed Trap/WoH healer, with proper preparation you can stall the other side for well over a minute :>
I've often wondered about Muddy Terrain at that corner, but I always thought the slow % was too little to accomplish enough. Guess not. Though you did kill the east side very fast, and still had the west side on the reaper when you returned.

This isn't a 4H thread, but a few random thoughts that might pan out:
1. If your delaying tactics are enough to stagger the attackers, and you kill fast, it might not be necessary to charge the east side. Just let east come to you and kill it before west arrives.
2. I've often wondered what a spirit nest behind the spawn points would cause the AI to do. Would they march away from the reaper and kill the spirits?

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@Cho; "Can't Touch This!" Doesn't affect Dhuum's touch skill >
I might be wrong, but I was of the impression that it caused the touch to fail but not go on recharge. He can touch again immediately, but the AI might choose not to.

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@Jack; Innovative use of Barbed Trap, first time I've seen it or Muddy Terrain used on a PvE team bar. And your micro skills are beast.
I've seen traps used once a long time ago. Someone in HKK ran it.
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Old Apr 07, 2011, 12:20 AM // 00:20   #26
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Muddy terrain, that is pretty clever.

Never would have crossed my mind and I don't think I've ever seen it used by a player
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Old Apr 07, 2011, 01:45 PM // 13:45   #27
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I might be wrong, but I was of the impression that it caused the touch to fail but not go on recharge. He can touch again immediately, but the AI might choose not to.
It doesn't work, honest. It's not even that he spams through the fail attempts it just never stops it at all.
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Old Apr 07, 2011, 07:49 PM // 19:49   #28
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Originally Posted by Chthon View Post
I've often wondered about Muddy Terrain at that corner, but I always thought the slow % was too little to accomplish enough. Guess not. Though you did kill the east side very fast, and still had the west side on the reaper when you returned.

This isn't a 4H thread, but a few random thoughts that might pan out:
1. If your delaying tactics are enough to stagger the attackers, and you kill fast, it might not be necessary to charge the east side. Just let east come to you and kill it before west arrives.
2. I've often wondered what a spirit nest behind the spawn points would cause the AI to do. Would they march away from the reaper and kill the spirits?
I never thought of waiting for the eastern front to get closer, and the trip from the labyrinth to plains is slightly tedious I rather not experiment on alternative strategies as I already figured out how to do it without much trouble. :> and as for #2 - never tried that one either, but I suppose it doesn't matter much if the spirit nest is behind them or on their route, unless you've got a second player setting up spirits near their spawn point.
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Old Apr 07, 2011, 08:01 PM // 20:01   #29
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ive said this on some other thread before, but the easiest way I've found to do 4H is to flag all your heroes at Ghozer's spawn spot.

Then take quest, you sit there and wait for your heroes to kill his group, then teleport to Labyrinth and teleport back to plains really quick.

Now it is 3 groups of enemies vs you instead of 4, and it makes it alot easier.
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Old Apr 07, 2011, 11:45 PM // 23:45   #30
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How would that work? Instead of 3 groups you have 4, but you can't split to kill one side before the other side arrives. Do you just take on all 3 remaining mobs at Reaper?
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Old Apr 08, 2011, 06:17 AM // 06:17   #31
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If you're snaring one side like the OP, it should work fine. Whether the group on the unsnared side runs to reaper, or you fight them there and run back to reaper, you're still spending time waiting for someone to run to the reaper.
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Old Apr 08, 2011, 03:57 PM // 15:57   #32
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The quests in the UW become routine with time, although my failure rate is still extreme (something like 50% for Imprisoned Spirits, even worse for 4H). It's at the point where if I fail to micro properly, I die, especially with 4H.

The entire run takes ~2 hours, although it can certainly be shortened because I didn't push very hard ... and then Dhuum pwns me in less than a minute! Rofl! No wonder nobody I know is seriously attempting UW, you spend 2 hours to test something that fails in less than a minute.

At the moment I don't see any way to beat Dhuum without going E/Mo Protective Bond. His damage output is insane. There's no way I can survive that with the build I ran. Judgment alone hits for >110 damage, and then Dhuum himself finishes off people very fast. The damage comes faster than Prot Spirit and Shelter can handle.

... or then again, maybe I'm just bad at this game. Perhaps I should give a NM UW run a try.
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Old Apr 09, 2011, 12:50 AM // 00:50   #33
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Very impressed with these teams builds being able to do 4H without cons.

I haven't been able to get past that quest yet.

Consider Tryptophan signet on Dhummie, it'll snare him and decrease his attack by about half.
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Old Apr 09, 2011, 01:42 AM // 01:42   #34
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Jeydra - prolly want to start with UW, then go to HM <_<

Also, the UW is another area where you'll probably want to be slightly more defensively focused - a dedicated source of protection (as in the DoA with ToF + SF, SYG, etc), a ST Rit, or an E/mo. If you played the e/mo it'd make the UW relatively easy - you + one healer and some backup support on a necro or something should go through it fine. Dhuum's still a pita, but more manageable. Without the player e/mo.. Well, Dhuum, with judgement, just hits like a brick over compass range. There's not much to do against that besides stack some armor/damage reduction from another source.

I know you don't like defensive playing.. But I'd implore you to consider trying it - a dedicated source of protection, at the cost of 1 out of the 5/6 damage dealers, can be worth it in the success and completion rate at the cost of a bit of time. I may be proven wrong again - but hey, never know.
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Old Apr 12, 2011, 02:25 PM // 14:25   #35
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I'm having trouble motivating myself to spend another 2+ hours in UW just to kill Dhuum, but EFGJack's trying hard so perhaps I should try again ...

I have been considering E/Mo Protective Bond, which would abuse the one and only standout build available to Elementalists, but I'm debating whether I should try that or go for the standard E/A Air that'd be able to chain some KDs on Dhuum. With E/Mo Protective Bond, keeping the entire team alive is going to be difficult, considering one successful Judgement will destroy my energy in an instant. I could bond less people, but that would mean they have a good chance of dying quickly. And there's the matter of how to get DP off whoever Dhuum Touches. I could let someone die I guess ...

Earthbind + mass KDs seems like the best answer to Dhuum. With a dedicated build it should be possible for a Warrior to permanently KD someone. Much more difficult for a caster like me.

Will Ward Against Ham help against Dhuum? It would reduce damage from Judgement ...

A video of someone killing Dhuum with 7H (or something similar), regardless of NM or HM, would be very helpful. It doesn't have to be successful - a failed attempt is just as good. Anyone have one?

Which of the following is more likely to trigger against Dhuum: Bane Signet, or "Coward!"?

Last edited by Jeydra; Apr 12, 2011 at 02:31 PM // 14:31..
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Old Apr 13, 2011, 07:37 AM // 07:37   #36
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A video of someone killing Dhuum with 7H (or something similar), regardless of NM or HM, would be very helpful. It doesn't have to be successful - a failed attempt is just as good. Anyone have one?
I have completed the UW with 7H in NM. It was the first time I faced Dhuum and was pretty scared. But actually the fight was boring. I had one N/Rt resto healer, one N/M heal/prot and one ST-Rt with me and Dhuums damage output was easily healed. I have sacrificed a hero with Blood Ritual to deal with the DP.
So, I dont know how much harder he gets in HM, but I think, if your team can manage the damage while 4 Horsemen and Servants of Grenth, Dhuum should not be the problem.
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Old Apr 13, 2011, 07:49 AM // 07:49   #37
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I have completed the UW with 7H in NM. It was the first time I faced Dhuum and was pretty scared. But actually the fight was boring. I had one N/Rt resto healer, one N/M heal/prot and one ST-Rt with me and Dhuums damage output was easily healed. I have sacrificed a hero with Blood Ritual to deal with the DP.
So, I dont know how much harder he gets in HM, but I think, if your team can manage the damage while 4 Horsemen and Servants of Grenth, Dhuum should not be the problem.
Don't forget his attack speed increases and swings for 200~ on autoattack. Though you just need to survive long enough for the breather while he teleports around.

Just try not to let your heroes ball up or scythe will rape them all.
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Old Apr 13, 2011, 10:21 AM // 10:21   #38
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Originally Posted by guruspack View Post
I have completed the UW with 7H in NM. It was the first time I faced Dhuum and was pretty scared. But actually the fight was boring. I had one N/Rt resto healer, one N/M heal/prot and one ST-Rt with me and Dhuums damage output was easily healed. I have sacrificed a hero with Blood Ritual to deal with the DP.
So, I dont know how much harder he gets in HM, but I think, if your team can manage the damage while 4 Horsemen and Servants of Grenth, Dhuum should not be the problem.
Thing is, the setups presented in this thread do not tank SoG/4HM but burst the lot down before they get a chance to overpower our defenses, so comparing the aforementioned quests with big-D is pointless.

And I've got as far as 60% rest bar (15-17 mins) vs. Dhuum on Hard Mode with an ST rit and an Earth Shaker build, but I got touched out eventually. I've been experimenting different solutions to this problem (Asuran Scan, Backbreaker, Enduring Harmony to boost FGJ duration, etc etc), but I haven't had the chance to try it out in UW.
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Old Apr 13, 2011, 10:51 AM // 10:51   #39
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Thing is, the setups presented in this thread do not tank SoG/4HM but burst the lot down before they get a chance to overpower our defenses, so comparing the aforementioned quests with big-D is pointless.

And I've got as far as 60% rest bar (15-17 mins) vs. Dhuum on Hard Mode with an ST rit and an Earth Shaker build, but I got touched out eventually. I've been experimenting different solutions to this problem (Asuran Scan, Backbreaker, Enduring Harmony to boost FGJ duration, etc etc), but I haven't had the chance to try it out in UW.
None of your heroes become spirits? You really need Reversal of Death or Asuran Scan. One copy would do... Pick a hero, any hero. Asuran Scan would work vs the skeletons, so if you can fit it on your bar- do it.
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Old Apr 13, 2011, 01:27 PM // 13:27   #40
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None of your heroes become spirits? You really need Reversal of Death or Asuran Scan. One copy would do... Pick a hero, any hero. Asuran Scan would work vs the skeletons, so if you can fit it on your bar- do it.
Aeghehehh, no. My heroes 1-3 have been ST, SOS & the healer, so I didn't want to sacrifice any of them. now I'll have one of the mesmers in the top 3 so I'll have reliable means of removing DP.
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