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Old Apr 27, 2007, 01:47 AM // 01:47   #1
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Default raise all HM party size to 8

Just tried Diessa Lowlands, going from Grendlich in party size of 4. Just getting hacked to ribbons by the omghax Charr.

as all areas are now essentially endgame areas, party size needs to reflect this.
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Old Apr 27, 2007, 01:52 AM // 01:52   #2
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Agreed... I guess. The areas might be a little too easy with party sizes of 8.
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Old Apr 27, 2007, 01:56 AM // 01:56   #3
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The best part of Hard Mode imo is doing the 4 man areas. It's actually a challenge.
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Old Apr 27, 2007, 01:59 AM // 01:59   #4
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Since everybody is already lvl 20 in hardmode the only level scaling comes from the party size...

What I mean is every enemy would be level 28-30 if you could have 8 people everywhere.
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Old Apr 27, 2007, 02:28 AM // 02:28   #5
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Quote:
Originally Posted by Arkantos
The best part of Hard Mode imo is doing the 4 man areas. It's actually a challenge.
I tottally agree with you on this one arky. Hard mode is meant to be hard, whats the point in making it easier...wouldn't be a true hardmode anymore.
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Old Apr 27, 2007, 02:34 AM // 02:34   #6
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it's kinda f-ed up though.... when I tried to clear the breach I wiped multiple times (heroes for party members) and got sent back to outpost twice, but when trying to clear witman's folly (souther shiverpeaks... ALOT farther in the game) I was able to ALT+TAB out to guru, read the forums, then come back and see my hero/hench team standing over grawl corpses.

So, I do think they either need to make the farther areas harder or the earlier areas easier... gotta admit I think the charr are slightly overpowered.... keyword being slightly.
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Old Apr 27, 2007, 02:47 AM // 02:47   #7
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I found all the 4-man Hard Mode areas easy (except Jokanur Diggigs) with a SS and/or a MM and/or a Mesmer. 2 out of the 3 obsolete it.

I am struggling with the 8-man areas ATM...

Regardless, the 4/6 man areas are balanced, except for the Grawl Ulodytes.
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Old Apr 27, 2007, 02:56 AM // 02:56   #8
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for a 4 man area I suggest trying this

Have a tank an SS necro a MM and a monk(either healers boon or ZB protector) this team build tears through most 4 man places that I have done.
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Old Apr 27, 2007, 03:06 AM // 03:06   #9
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Quote:
Originally Posted by Helcaraxe
it's kinda f-ed up though.... when I tried to clear the breach I wiped multiple times (heroes for party members) and got sent back to outpost twice, but when trying to clear witman's folly (souther shiverpeaks... ALOT farther in the game) I was able to ALT+TAB out to guru, read the forums, then come back and see my hero/hench team standing over grawl corpses.

So, I do think they either need to make the farther areas harder or the earlier areas easier... gotta admit I think the charr are slightly overpowered.... keyword being slightly.
The Breach is full of balanced teams of Charr. Witmans is all weak warriors and necros.
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Old Apr 27, 2007, 06:11 AM // 06:11   #10
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Quote:
Originally Posted by Glints Bane
for a 4 man area I suggest trying this

Have a tank an SS necro a MM and a monk(either healers boon or ZB protector) this team build tears through most 4 man places that I have done.
That would work I guess.
I used a KD warrior (the linebacker build, slightly modded for PvE), an SS, a Healer's Boon and a ZB Protector. It worked pretty well.
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Old Apr 27, 2007, 07:53 AM // 07:53   #11
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Quote:
Originally Posted by Arkantos
The best part of Hard Mode imo is doing the 4 man areas. It's actually a challenge.
I agree, doing the first two Ascalon missions and elonian missions was a challenge.

4 man parties is a nice change for all the 8 man ones. Actually seeing more 4 player missions later would be interesting.

/notsigned.
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Old Apr 27, 2007, 08:46 AM // 08:46   #12
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There is only 3 missions that require a four man team in Hard Mode in Tyria. One ive completed and it was easy. With the right team, the others can be done.

Have you ever tried doing the last Titan quest with a 4 man team? Thats ALOT harder then any HM mission in old-ascalon and those can be done.

I like the idea of the old-ascalon missions being turned on their head and becoming some of the hardest missions in the game under HM.

Once those ones are done, all the rest are 6-8 teams and alot easier.

I dont know about the other compaigns yet on HM, because I havent tried yet, but I expect they can be done with enough time.

Its only been about a week since it was introduced. People arent going to be perfect at them yet in HM. Give people time to figure out builds and counter-strikes.

/notsigned

Plus if all HM missions were 8-man teams, they wouldnt be hard. You can wipe nearly any mission with 8 players.
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Old Apr 27, 2007, 09:05 AM // 09:05   #13
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I agree that it is ridiculous to go against three healers with a 4 man team. The Grawl Udolytes are just a proper pain in this regard. Either balance these missions so that the luck of the spawn is not what gets you through or allow the 4 party in hard mode to be at least a 6 party. Also could we have Lion's Arch and Kamadan allow a party of 8 to map there. It is such a pain to move from one campaign to another with a full party.

/semisigned
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Old Apr 27, 2007, 09:45 AM // 09:45   #14
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I already suggested this:

http://www.guildwarsguru.com/forum/s...php?t=10145984

But then I started hanging builds... I have cleared some areas already... wards against elementals, minion masters against almost everything, dafting and detonation against monks, etc... thought I'll have to try again Diessa Lowlands...

Two monks did not work, minin master or mesmes don't worked too...
Neither using Wards.

Mainly because the warrior in the gropus just outside the door goes straight to the monk, and completely forgets about anything else.

A human player could walk through a warrior and use him to bodyblock the charr, but ally AI in hard mode sucks.
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Old Apr 27, 2007, 10:57 AM // 10:57   #15
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I found it is harder to clean Panjiang Peninsula then Unwaking Waters in Hard Mode 8-) And it's actually quite interesting to find a proper build especially since I hate PUGs and play only with heros.
Right now I play assassin with Temple Stirke as elite ("daze" is a must have), E/Rt with sandstorm, wards, weapon of warding and Flesh of my flesh, N/Rt - bomber with weapon of warding and Flesh of my flesh and Mo with Shield of Deflection (some guy told me it's PvP skill but hard mode 4 ppl party is not that far from it). The only problem is that the monk hero tends to heal minions which in case of the necro-bomber prevents him from doing his job. ANet should fix that I guess. But otherwise it's all pure fun.
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Old Apr 27, 2007, 11:08 AM // 11:08   #16
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/Unsigned. Hard mode is Hard not easy. If they make 8 man groups outside of shing jea so to say it would be way too easy for everyone to get vanquisher ext.
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Old Apr 27, 2007, 11:18 AM // 11:18   #17
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/Not signed.

We did all of the Ascalon's HM missions with 4 man team, we did get wipe a few times. But with a careful planing/pulling, right skills set, an extra pair of eyes to keep on Captain Idiot (aka Rurik), we manage to get to the end of all those missions. Our team have a warrior, an mm, ss & a monk.

Agree with fish, Last day dawn, 4 man team was much harder.
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Old Apr 27, 2007, 11:29 AM // 11:29   #18
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Quote:
Originally Posted by MithranArkanere
Two monks did not work, minin master or mesmes don't worked too...
Neither using Wards.
Well 2 monks wont work in 4 man partys, since u dont have enough offense (unless 1 is smiting) but MM and Mesmers are very useful in HM 4 man areas. I used both while clear areas and missions and they work fine.

/not signed i like the 4 man areas
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Old Apr 27, 2007, 11:52 AM // 11:52   #19
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/not signed

Suck less and kill more. Four player areas aren't that terribly difficult.
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Old Apr 27, 2007, 12:00 PM // 12:00   #20
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/unsinged but areas where four monks drop make it impossible to kill with 4 or even 6 people. You cant do enough damage with that many monks using heal other and heal area in tight nit groups.

~the rat~
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