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Old Mar 07, 2011, 08:27 AM // 08:27   #641
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Usually I just throw some thing together and hope it works, most of the time it is not really efficient.

MM Necro
SoGM Rit
SoS Ele
Mo/E healer (just something thrown together)
W/E with armor of earth
P/R with pet. (From Khomet)
Me/P. Found this build here somewhere.

Haven't tried it in HM yet, it's about time I finish the campaigns.
After about 1 hour I noticed that my P/R hero didn't have a pet..... (forgot to charm something, and Hayda had been using only 3 skillls)
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Old Mar 07, 2011, 08:52 AM // 08:52   #642
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Only working on foundry atm, where there are no tormentors. I actually wish i could have a third mesmer so i could run an esurge as well :<. Ill have to do some testing on how many more nukes get cast when i only run panic. The thing about doa is that it doesnt take large groups to completely own you. The group of 4 rages in room 3 is more than enough to wipe your party if you dont agro properly. Smaller groups limit the effectiveness of Panic, but not of PI.

Also, the MB has become more of a nuisance than a help. I need to find a bar that can hold the prots and still be useful, but for the life of me i cant come up with a good enough nec, ele, or monk build :<. Necro has no good elites(i have way too much shutdown for ss to be useful). Ele has savannah, sandstorm, and unsteady, none of which are that appealing. Perhaps an ER prot and drop some of the defense off of other heroes...? I'm not really sure what to go with at this point.
I didn't save the screenshot, but Jeydra completed RHG with ease using 7H already; I believe the bars were similar to yours but there was some sort of sandstorm bollocks going on.

Although you already know that and he was using a caster and you're not.
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Old Mar 07, 2011, 09:08 AM // 09:08   #643
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I didn't save the screenshot, but Jeydra completed RHG with ease using 7H already; I believe the bars were similar to yours but there was some sort of sandstorm bollocks going on.

Although you already know that and he was using a caster and you're not.
I'm not sure if Jeydra actually went on to finish gloom. As he put it, the cave in gloom is BLA revisited, which means a crapton of aoe is going to win it. There was also EBSoH boosting the nukes from his whole team, which I don't have. More stupid mistakes(and terrible minion overagros) prevented me from getting to the fifth room tonight. Hopefully tomorrow I'll have better news lol.
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Old Mar 07, 2011, 11:01 AM // 11:01   #644
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Necro has no good elites(i have way too much shutdown for ss to be useful). Ele has savannah, sandstorm, and unsteady, none of which are that appealing. Perhaps an ER prot and drop some of the defense off of other heroes...? I'm not really sure what to go with at this point.
Pain of Disenchantment will do more than SS, but not much. At least a Curses Nec with PoD and MoP can serve as a platform for PS and SoA.
Is there anything in the DoA that's being really problematic? What kills you whenever you go?
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Old Mar 08, 2011, 02:58 PM // 14:58   #645
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Foundry is really difficult, with stuff like Earthquake hitting for almost 400 damage, not to mention deadly Fire nukes. What's even worse about the area is that you can't see the monsters before they spawn, and there's no telling where they will spawn. I've had several tries where the Terrorblade Dryders spawned almost on top of me, which leads immediately to Searing Flames + Meteor = all dead. The third room still beats my imagination. I can't aggro just one patrol; I inevitably get both Rage and Anguish Titans homing in on my position. If that were it it would be fine, but when they die they spawn more Titans ... I can handle one mob, but not both.

I'm not making any progress. I'm hopeful it can be done somehow, but so far I'm not seeing how.

@Gloom - no, I didn't finish Gloom. I was unfamiliar with the popups after clearing the Cave. It went something like, "omgwtf a popup" -> "thank God I survived that" -> "OMGWTF ANOTHER POPUP" -> wipe. Still, based on what I remember from NM (which is not a lot), then after clearing the Cave it should be fairly straightforward to the finish.
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Old Mar 08, 2011, 04:21 PM // 16:21   #646
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I've been able to consistently get past third room(I'll post a screen later of where I'm flagging jeydra, although I think SY is a major part of my success. Consider bring ward against elements). My problem has been the third spawn of room four which is 3 dementias, 3 rages, and 3 despairs. I don't know how I got past it that first time but I havent been able to since. Oddly enough, the spike skills of the despair titans(FoC, defile enchants, etc) are much more threatening than the nukes of the rage titans because of SY.

Also jeydra, the inevitable agro of the mesmer titans while you're still cleaning up the remaining dementias after the rages WILL happen. I usually have a handful left when the mesmers agro my heroes. Fortunately, if you just ignore the mesmers they do almost no damage.
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Old Mar 08, 2011, 06:57 PM // 18:57   #647
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I'm surprised you are so successful with minimal prot overlap. I would run an ST Rit AND an ER E/Mo. This way, you are covered in case either fails. At this point, simply pump damage with heals spread on a few chars. Mobs in DoA lack powerful heals (if you sit on the monks), so they will automatically lose a war of attrition against any decent DPS. The biggest issue is keeping yourself alive through WTFDamage, which can be done with the above.

This would be my biggest piece of advice from running with humans, but I have yet to take my heroes in (Survivor doesn't play well with DoA). When I do I'll post.
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Old Mar 08, 2011, 10:25 PM // 22:25   #648
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Tactics play a significant role in the DoA. An ST Rit would be of minimal benefit if your aggro control is bad since the sheer number of enemies and triggers will cause the spirits to explode very quickly. If your aggro control is good then in the ideal case, the ST Rit is redundant.
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Old Mar 09, 2011, 12:37 AM // 00:37   #649
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Finally made some progress, on this run of all runs. The run started with me showing Jeydra how im currently doing rooms 1-3 real quick before he had to go. I decided to keep going and cleared room 4 with a team of 7 and without prots. Went on to kill ~5 mobs in big room before i agroed a margo group and didnt look at the team comp too carefully. There were 2 Kis, and I was unable to pressure them out quick enough before my gimped team was spiked down by the Sus and Runds. I still managed to kill everything but a Vu with most of my team dead and my UA frantically spamming.

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Old Mar 09, 2011, 12:55 AM // 00:55   #650
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I thought the issue was aggro management, in the cases that the mobs are spawning on people and you already don't have control?

Can't wait to get in there.

Last edited by Kaida the Heartless; Mar 09, 2011 at 01:07 AM // 01:07..
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Old Mar 09, 2011, 01:30 AM // 01:30   #651
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The only room in which you can't avoid being spawned on top of is room 2. However, you can easily use this to your advantage by flagging your heroes throughout the room before popping it. They spawn in a cluster, so Panic and PI more or less take care of them. The real issue is that the enemies in DoA will instantly go for your backline. It's nearly impossible to keep titans on you and thus they wreak havoc on your backline if not properly shut down. This is especially prevalent in room 3 and the second and third spawns of room 4(15 dementias and 3 rages, despairs, and dementias, respectively). You occasionally will get a mob that spawns within range in room 4 but it is usually manageable.

Knowing how the dryders work helps a great deal as well. If you have experience with fow, the behave exactly the same way as spirit shepherds in that they are perfectly happy to sit at longbow range and autoattack. They will not move up to cast on your party, and if you're a sin, for some reason they won't cast on you at all.
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Old Mar 09, 2011, 03:32 AM // 03:32   #652
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The real issue is that the enemies in DoA will instantly go for your backline. It's nearly impossible to keep titans on you and thus they wreak havoc on your backline if not properly shut down.
This does annoy me a lot, but with some decent corner blocking you should stop the vast majority.

I done veil and gloom using a similar kind of set up to yours with no real issues, and was going very well in foundry until I made a stupid pull in room 3 which needless to say caused an untimely failure. It was my 1st try so I wasn't expecting to go all the way, and I'm sure my next few runs will go much smoother.
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Old Mar 09, 2011, 03:51 AM // 03:51   #653
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Are the pops linked as one group? Would it be possible to "Fallback!" to break aggro, then reengage in smaller groups?
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Old Mar 09, 2011, 03:57 AM // 03:57   #654
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Popups are all one group.

Aga, was that in NM or HM? And the reason i didnt really want to corner block is because i would kill the entire group more or less simultaneously, which i really didnt want because the spawns are generally much more dangerous than the originals. Not always, but you get my point
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Old Mar 09, 2011, 04:39 AM // 04:39   #655
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I cant wait to try DoA with heroes, atm I'm grinding ectos and war supplies, and also saving up for destroyer weps.

I think I'll try get my obsi armor first, Im halfway there on the ecto count, and 7 heroes are steamrolling through UW, except for the 4H.

From now on I'm just going to go through UW clearing stuff without doing quests. I can grind ectos that way, and then try to complete the quests after, rather than attempting the harder quests first and just dying without even making my entry fee back.

Last edited by bhavv; Mar 09, 2011 at 04:42 AM // 04:42..
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Old Mar 09, 2011, 05:23 AM // 05:23   #656
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Aga, was that in NM or HM? And the reason i didnt really want to corner block is because i would kill the entire group more or less simultaneously, which i really didnt want because the spawns are generally much more dangerous than the originals. Not always, but you get my point
Was HM, ofc. However, I do use red rock candies, so I don't have to bring an IAS skill

Tried foundry again, and was going very well got to the 5th room, had it almost clear and got too cocky, rushed into a group....and well...a massive fail followed. Made a few adjustments to my heroes and it's by far the best set up I've tried as of yet.

Don't have the team builder thing installed yet, so have to make do with a screenie.



Nec bar isn't the best, but works well with the inept mes, and I was stuggling to find a better alterative.

Last edited by aga; Mar 09, 2011 at 05:29 AM // 05:29..
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Old Mar 09, 2011, 05:28 AM // 05:28   #657
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Was HM, ofc. However, I do use red rock candies, so I don't have to bring an IAS skill

Tried foundry again, and was going very well got to the 5th room, had it almost clear and got too cocky, rushed into a group....and well...a massive fail followed. Made a few adjustments to my heroes and it's by far the best set up I've tried as of yet.
Care to post? I still havent found a decent replacement for my earth ele hero >.>
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Old Mar 09, 2011, 05:30 AM // 05:30   #658
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Thought I did post with the reply, guess not, added it now anyway.
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Old Mar 09, 2011, 05:39 AM // 05:39   #659
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Hmm, and that has adequate caster shutdown? I know that an illusion bar has high damage, but between inept and Shared you have a lot of melee shutdown that you dont really need(at least for foundry). Definitely slotting in MoP as that will make killing tons of dementias and furys much faster. Need to do testing to see if Healing Burst>UA+HD/DH or not as well. Anyways, thanks for the post
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Old Mar 09, 2011, 05:52 AM // 05:52   #660
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Sharded burden isn't only for the increased cast times, it also helps a ton when any mobs get past me. But as I said I was really struggling to come up with something better. MoP is a must for me, the group of over 9000 (maybe not quite 9000, but pretty close ) dementia's in the fourth room in foundry drop really fast if I can get a decent corner block on them.

Healing Burst has recently become my favourite monk skill, such a massive skill in every situation.
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