Mar 24, 2011, 12:07 AM // 00:07
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#141
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Ascalonian Squire
Join Date: Sep 2010
Profession: Mo/
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found out that taking eoe for doa reduces your times a lot especially in gloom/veil it literally obliterates the gloom boss after you kill 5 earth tormentors
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Mar 25, 2011, 12:54 AM // 00:54
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#142
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Lion's Arch Merchant
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I just tried out Gloom NM with 7 heroes and wiped pretty fast in the cave when all the demons started rushing in. I have a pretty typical 2 Mes, 2 Rit, 1 N/Rt Healer, 1 UA Healer, and one MM Necro. I myself am a Necro primary bringing mostly curses (Enfeebling Blood, Meekness, etc). Would it be worth it to bring SY and Lightbringer's Signet on my bar, as long as I carried something like a spear? Or should I try getting an Ele and Para in for more defense with SF and ToF?
I think I should definitely get rid of the MM necro, maybe load him up with Me skills instead.
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Mar 25, 2011, 01:11 AM // 01:11
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#143
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Ascalonian Squire
Join Date: Sep 2010
Profession: Mo/
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managed to do city and veil in hm without cons using
discord (dropped the n/mo and changed it to n/rt and brought rejuvenation)
ap called (me)
st rit that used
eoe shelter st boon of creation and edge of extinction (nothing else but maybe a res)
ua healer
and 2 keystone messes
can also do foundry in hm using cons with this build
gloom is a bit to hard for me i always die in the cave part after 2 heart tormentors come
i also found out that using EoE for doa is really bad ass if you can get all the mobs below 90% health things will start dying then especially the gloom boss
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Mar 25, 2011, 04:00 PM // 16:00
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#144
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Forge Runner
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Quote:
Originally Posted by Khomet Si Netjer
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Have you considered Leader's Zeal in place of Energizing Chorus? Even with next to no Motivation, it gives a net energy gain of 4 and has no cast time. 4 energy every 12 seconds isn't exactly impressive, but with this bar it's just trying to squeeze as much energy as possible out of the build here.
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Mar 25, 2011, 06:13 PM // 18:13
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#145
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Wilds Pathfinder
Join Date: Mar 2009
Guild: FILA
Profession: P/
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This is probably stating the obvious, but I got to R1 Survivor just by doing 1 run of Fow NM. If one were to do 9 run of FoW they would not only walk away with 25 obby shards or more, but also with R3 Survivor.
I say NM because crap happens too often in HM. In NM I accidentally aggroed half the burning forest and only lost a summon (that and a candy apple were the only consumables I used)
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Mar 28, 2011, 02:35 PM // 14:35
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#146
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Forge Runner
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Maaaaaaaaan.
I knew there were Smouldering Tendrils going to pop up after I turn in Brood Wars in Veil HM, but I had no idea their Torment Slash would deal so much damage, cool down so quickly and have such a big AoE. What's more, either they hit from beyond spell-casting range or they can hit beyond spellcasting range if they hit someone inside it. Immediately after I turned in the quest, Torment Slash took out some slow-moving minions, also taking out a few more of my team. After we ressed I was wondering whether or not to wait out the 2 minutes on Death Pact, before deciding hey, that's what I got Prot Spirit for right? So I go in, take the Torment Slash and then the rest of my team dies, including both hard ressers. I don't carry Res Scrolls (or BUH, although there was this time I resigned out, forgetting that BUH is a res now @_@), and it was gg.
I can totally empathize with why EFGJack brought Rebirth on heroes eventually lol.
I'll get a DoA FR HM done eventually, although chances are very good it won't be in one sitting. Maybe screenshots of the same build clearing each individual area of DoA.
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Mar 28, 2011, 03:16 PM // 15:16
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#147
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Lion's Arch Merchant
Join Date: Mar 2010
Location: Finland
Guild: Pros At Inactivity [bleh]
Profession: W/
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Quote:
Originally Posted by Jeydra
Maaaaaaaaan.
I knew there were Smouldering Tendrils going to pop up after I turn in Brood Wars in Veil HM, but I had no idea their Torment Slash would deal so much damage, cool down so quickly and have such a big AoE. What's more, either they hit from beyond spell-casting range or they can hit beyond spellcasting range if they hit someone inside it. Immediately after I turned in the quest, Torment Slash took out some slow-moving minions, also taking out a few more of my team. After we ressed I was wondering whether or not to wait out the 2 minutes on Death Pact, before deciding hey, that's what I got Prot Spirit for right? So I go in, take the Torment Slash and then the rest of my team dies, including both hard ressers. I don't carry Res Scrolls (or BUH, although there was this time I resigned out, forgetting that BUH is a res now @_@), and it was gg.
I can totally empathize with why EFGJack brought Rebirth on heroes eventually lol.
I'll get a DoA FR HM done eventually, although chances are very good it won't be in one sitting. Maybe screenshots of the same build clearing each individual area of DoA.
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That's the one reason I carry FoMF over DPS, usually DPS is the better choice, but it can (and will) duck you over royally ;> What setup were you running there anyway?
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Mar 28, 2011, 03:20 PM // 15:20
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#148
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Wilds Pathfinder
Join Date: Jul 2008
Location: Fissure of Woe
Guild: [LOD]/[GS]/[DL]/[LOD*]
Profession: N/P
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I'm not entirely sure what bar youre running jeydra, but you shouldn't have too hard of a time soloing each tendril with PS up.
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Mar 28, 2011, 04:59 PM // 16:59
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#149
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Academy Page
Join Date: Apr 2006
Location: Calgary Canada
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Quote:
Originally Posted by Jeydra
Maaaaaaaaan.
I knew there were Smouldering Tendrils going to pop up after I turn in Brood Wars in Veil HM, but I had no idea their Torment Slash would deal so much damage, cool down so quickly and have such a big AoE. What's more, either they hit from beyond spell-casting range or they can hit beyond spellcasting range if they hit someone inside it. Immediately after I turned in the quest, Torment Slash took out some slow-moving minions, also taking out a few more of my team.
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I had something very similar happen just last night. My heroes and I were by the adept when we accepted the reward, so we took out the first tendril. I didn't realize, and was not ready for the crazy amount of monsters that spawn after you kill each tendril. The heroes were not flagged away, so they all got omgwtfbbqowned! Time to try it again tonight. The sandstorm carrying ele Lord almost killed my team, and the mesmer had some crazy damage output.
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Mar 28, 2011, 06:58 PM // 18:58
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#150
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Krytan Explorer
Join Date: Feb 2009
Location: England
Profession: A/
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Quote:
Originally Posted by Life Bringing
I'm not entirely sure what bar youre running jeydra, but you shouldn't have too hard of a time soloing each tendril with PS up.
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That's what I do on my sin, and they die in a few seconds. But I believe Jeydra is playing on an SF ele, and unless the tendrils are weak against fire , it will take a long time for him to solo them.
Another way is for you to tank (with PS obviously), and face the tendril's away from your team, so they don't get hit with the cone type AoE.
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Mar 28, 2011, 11:43 PM // 23:43
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#151
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Krytan Explorer
Join Date: Jul 2010
Profession: E/
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Quote:
Originally Posted by Jeydra
Maaaaaaaaan.
I knew there were Smouldering Tendrils going to pop up after I turn in Brood Wars in Veil HM, but I had no idea their Torment Slash would deal so much damage, cool down so quickly and have such a big AoE. What's more, either they hit from beyond spell-casting range or they can hit beyond spellcasting range if they hit someone inside it. Immediately after I turned in the quest, Torment Slash took out some slow-moving minions, also taking out a few more of my team. After we ressed I was wondering whether or not to wait out the 2 minutes on Death Pact, before deciding hey, that's what I got Prot Spirit for right? So I go in, take the Torment Slash and then the rest of my team dies, including both hard ressers. I don't carry Res Scrolls (or BUH, although there was this time I resigned out, forgetting that BUH is a res now @_@), and it was gg.
I can totally empathize with why EFGJack brought Rebirth on heroes eventually lol.
I'll get a DoA FR HM done eventually, although chances are very good it won't be in one sitting. Maybe screenshots of the same build clearing each individual area of DoA.
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That was similar to my first experience too; I empathize.
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Mar 28, 2011, 11:50 PM // 23:50
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#152
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Ascalonian Squire
Join Date: Aug 2009
Guild: The Haven Net
Profession: Mo/Rt
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personally i soloed the tendrils with SoS Mo/Rt and then pulled spawn back to heroes. took a little longer (50 mins for veil) but then i have never actually done DoA before so should be able to cut that down easily.
have made it through City and Veil now, ran into problems with the first quest in gloom though, just got swamped
running "rubbish" heroes so could probably improve easily
Panic + Ineptitude Mes, UA and Life sheath monk, Splinter/Barrage with EoE, SF ele and ATL minion bomber with ancestors, and spirit rift
i'm guessing rits instead of the monks would make things easier, but i'm not too hot on how to build rits, any suggestions?
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Mar 28, 2011, 11:57 PM // 23:57
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#153
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Forge Runner
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Quote:
Originally Posted by Life Bringing
I'm not entirely sure what bar youre running jeydra, but you shouldn't have too hard of a time soloing each tendril with PS up.
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Yeah, but I was like there's only one Tendril within cast range, I'm under Prot Spirit, what could possibly be the problem ... and then Torment Slash hits the heroes who're behind me, out of cast range. Whoops It would've worked on just about every other mob, but not this one. Is the range on Torment Slash twice that of spellcasting range?
Next time I'll probably prot up the SoS and myself and kill the Tendrils.
@EFGJack - problem with Flesh of my Flesh is that it really cannot be used during a fight; it'll just lead to wipes. I only had two hard resses in the entire team (bar compression ftw!!), so I made both of them Death Pact. I might try one of the Monk resses sometime, however, or bring BUH again. I used a modified setup of the one I used for Foundry HM, as well as a VoR Ele, which really does deal big damage courtesy of Enraged.
This modified setup might not work in Foundry HM, I'll have to try.
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Mar 29, 2011, 01:30 AM // 01:30
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#154
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Krytan Explorer
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I had made a similar build to Jeydra's, only difference is I've got no foundry experience with people and I haven't played guild wars in 6 months or so.
cleared everything in doa except foundry. Can't even clear foundry in nm. I was running, 3x sf eles, 1x they're on fire, stand your ground paragon, 2x monks (one UA, one prot with inspiration rupts) and either a panic mesmer or a R/N bip toucher tank(I do this to fuel the rest of the team especially the sfs, dmg is seriously reduced by a lot without this guy cause of serious energy problems in prolonged fights with titans). I'm a necro and I am running AOTL (lol).
The fighting is just... I never expected it to be so long. The titan fights, I swear I had one fight last more than 5 minutes. I would be standing in a corner picking off titans and they keep spawning and I would kill them and some mob would come as reinforcements. I had to keep flagging and running from aoe dmg and that would get me in trouble with the damn mobs. I managed to get past room 3 and survive room 4(I still don't know how) but I had some really close calls. I've not kited and used so much hit and run techniques since I was trying to vq grothmar wardowns. I had to pull some metal gear solid tactics to revive fallen teammembers with rez scrolls (I had to flag one hero into the mob from one side and lure the mob away while I stood on the other side ready to get my team up and to quote monthy python RUN AWAY) Then I got to the npc. That dude you have to make sure didn't die. Guess what happened. I lost for the stupidest reason too. I was flanked by both sides and had to escape, i managed to escape with only me and him alive. Checked inventory, no rez scrolls. The agony, no wonder they call it the domain of anguish.
Oh and on a final note. RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO earth titans. I had considered making everyone go /me just to take mantra of earth.
Last edited by awry; Mar 29, 2011 at 01:33 AM // 01:33..
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Mar 29, 2011, 04:33 AM // 04:33
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#155
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Ascalonian Squire
Join Date: Jan 2010
Profession: R/
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Hmmm yes I'm always wary with less experienced teams collecting from the Stygian Chest etc, and being static around the claws and tendrils. Mobility is the key ...
The range of tormented slash is <1.4 aggro radii, because a ranger (longbow) or SoS player can solo these without the enemies fighting back, and therefore without any risk to teammates. I am unsure if it is exactly 1.0 or 1.2, but if a caster attacks then those claws definitely become angry!
Furthermore the claws are located in the valley ie lower altitude - therefore ranged offense can clear this more simply than melee/casters.
Hope this is of benefit Jeydra
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Apr 01, 2011, 06:12 AM // 06:12
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#156
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Lion's Arch Merchant
Join Date: Feb 2008
Profession: N/
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Quote:
Originally Posted by darktyco
I just tried out Gloom NM with 7 heroes and wiped pretty fast in the cave when all the demons started rushing in. I have a pretty typical 2 Mes, 2 Rit, 1 N/Rt Healer, 1 UA Healer, and one MM Necro. I myself am a Necro primary bringing mostly curses (Enfeebling Blood, Meekness, etc). Would it be worth it to bring SY and Lightbringer's Signet on my bar, as long as I carried something like a spear? Or should I try getting an Ele and Para in for more defense with SF and ToF?
I think I should definitely get rid of the MM necro, maybe load him up with Me skills instead.
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I also play a curse necro and tbh, gloom is the easiest part in DoA for me. the thing about the cave is to stay behind the adepts and not to advance so yes, a MM is not recommended. I use SS and MoP, technobabble and lightbringer's gaze, for the interrupt and damage. also a panic, nec/rit healer, ER protter, 2 SF eles, a rit with soul twisting shelter and union and a para with ToF, SYG.
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Apr 01, 2011, 05:25 PM // 17:25
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#157
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Krytan Explorer
Join Date: Jul 2010
Profession: E/
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Quote:
Originally Posted by timbo_3101
Hmmm yes I'm always wary with less experienced teams collecting from the Stygian Chest etc, and being static around the claws and tendrils. Mobility is the key ...
The range of tormented slash is <1.4 aggro radii, because a ranger (longbow) or SoS player can solo these without the enemies fighting back, and therefore without any risk to teammates. I am unsure if it is exactly 1.0 or 1.2, but if a caster attacks then those claws definitely become angry!
Furthermore the claws are located in the valley ie lower altitude - therefore ranged offense can clear this more simply than melee/casters.
Hope this is of benefit Jeydra
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The problem is that they won't aggro because of the lack of movement from a longbow, but they will reach to longbow range if aggro'd and an attack goes off.
The range of the slash is longer than the AI will actually attack.
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Apr 03, 2011, 07:03 PM // 19:03
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#158
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Academy Page
Join Date: Dec 2008
Profession: Mo/
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Finally, after many many fails ! R/A tank is really boring to play, but faster ...
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Apr 03, 2011, 07:14 PM // 19:14
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#159
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Wilds Pathfinder
Join Date: Jul 2008
Location: Fissure of Woe
Guild: [LOD]/[GS]/[DL]/[LOD*]
Profession: N/P
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speechless...
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Apr 03, 2011, 08:13 PM // 20:13
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#160
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Frost Gate Guardian
Join Date: Mar 2009
Location: Canada Eh
Guild: Fallen Knights Of The Shattered [Soul]
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fow if you were careful you could do with a single discordway and a sos rit before the 7-hero update. Now, my various gods is it easy
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