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Old Jul 01, 2010, 02:40 PM // 14:40   #61
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Ok guys im slowly comming from a long break and i propose myself to beat every dungeon in HM with H/H. Not doing very well cause i get wipped to often and yes im carefull with the aggro, flag heroes etc but with little success

Today 3 full wipes at oozes pit before encounter the 1st boss.

heres a sc of my set up



Any tips, suggestion, criticism is always welcome.

Last edited by Biofobico; Jul 01, 2010 at 02:44 PM // 14:44..
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Old Jul 01, 2010, 03:41 PM // 15:41   #62
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You brought a minion bomber to the Ooze Pit. I think that's half your problem.
The Ooze also have Spiritual Pain, but it's not as scary as it once was.
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Old Jul 01, 2010, 03:52 PM // 15:52   #63
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Originally Posted by P_A_A View Post
A team that has half its group for healing won't die but will have horrible times. That's the point Josip was trying to point out
Just a different school of thinking about team builds.

Also, you assumed that I have more healing than necessary? How do you know what I am using? You don't, and healing is the least of worries in HM. It's protection that matters. I rebut your statement by saying that a team that is well protected will enjoy more time making solid kills than a team that is struggling to stay afloat through red-barring.

There are plenty of examples whereby concentrated attack by few units is better than lack-luster attack by many. The former leaves more room to spec into prot, or specialized bars suitable for difficult areas - aka team optimized for survival via damage negation or damage interrupt, and still able to achieve fast times.

I await your rebuttal.

Last edited by mage767; Jul 01, 2010 at 03:54 PM // 15:54..
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Old Jul 01, 2010, 04:41 PM // 16:41   #64
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Originally Posted by mage767 View Post
Just a different school of thinking about team builds.

Also, you assumed that I have more healing than necessary? How do you know what I am using? You don't, and healing is the least of worries in HM. It's protection that matters. I rebut your statement by saying that a team that is well protected will enjoy more time making solid kills than a team that is struggling to stay afloat through red-barring.

There are plenty of examples whereby concentrated attack by few units is better than lack-luster attack by many. The former leaves more room to spec into prot, or specialized bars suitable for difficult areas - aka team optimized for survival via damage negation or damage interrupt, and still able to achieve fast times.

I await your rebuttal.

I don't really know why you think I was refering to you in any way. I simply told you what was the thing Josip was trying to point you out. A messenger. Simple.

If you really await my rebuttal, here it is: Excusatio non petita....Look in google the end of the phrase and what it means, if you don't know it.




Edit:

Biofobico,

MM in Ooze Pit = fail. Your rit hero aint good. If you wanna go with SoS try a Soul Twisting hero ( OAWjMogLpOYTrX48bCN7BZgLG ).
Panic is overrated, Psyquic Instability is far better. You also need a sort of melee so those suicide oozes dont get too far into your backline and start exploding in front of your monks.

If i were you, i would run DwG for easy spammable damage (you can even keep fallback :P), a melee hench just to make him semi tank the mobs, a Psyquic Instability (4s KD is kewl) - I've been running this one, just for fun ( OQZTA0Bq4JEmDyAIDcRRkYYEB ) it has AoEs and 4s KD pretty good. Then, get a SoS hero (you can chip in fallback if you want) ( OAmjAqisJOXzyJ0sayMdcXsdM ) and to end with a UA healer, for quick ressing.

Last edited by P_A_A; Jul 01, 2010 at 04:49 PM // 16:49..
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Old Jul 01, 2010, 07:47 PM // 19:47   #65
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Quote:
Originally Posted by P_A_A View Post
Edit:

Biofobico,

MM in Ooze Pit = fail. Your rit hero aint good. If you wanna go with SoS try a Soul Twisting hero ( OAWjMogLpOYTrX48bCN7BZgLG ).
Panic is overrated, Psyquic Instability is far better. You also need a sort of melee so those suicide oozes dont get too far into your backline and start exploding in front of your monks.

If i were you, i would run DwG for easy spammable damage (you can even keep fallback :P), a melee hench just to make him semi tank the mobs, a Psyquic Instability (4s KD is kewl) - I've been running this one, just for fun ( OQZTA0Bq4JEmDyAIDcRRkYYEB ) it has AoEs and 4s KD pretty good. Then, get a SoS hero (you can chip in fallback if you want) ( OAmjAqisJOXzyJ0sayMdcXsdM ) and to end with a UA healer, for quick ressing.
I'll give it a go. Thanks for the advices
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Old Jul 01, 2010, 11:50 PM // 23:50   #66
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Originally Posted by Jeydra View Post
They nerfed HM fast casting (HM monsters now casts spells of 2s cast time or less without the normal increased cast speed in HM). It's a major change, PvE is now easier than ever.
I think that it's spells with casting times of less than 2 secs that doesn't have reduced cast times rather than spells with 2 secs OR less, meaning 2 secs cast times are still reduced. Not sure though.
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Old Jul 02, 2010, 05:32 AM // 05:32   #67
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As to Ooze Pit/EotN HM dungeons H/H, try searching Explorer's League forum - all the hints are there for every dungeon.

IIRC, for all those oozes, it was nice to have some of the damage reduction wards [ward against elements][ward against harm][ebon battle standard of courage]. I'd personally:
1. bring the mesmer (necro or ranger) hench instead of the fire hench
2. ditch the MM necro hero aspects, go hex/degen (or ele hero [searing flames], wards, etc)
3. use an interrupt ranger hero instead of mesmer (with [marksman's wager][concussion shot][epidemic][distracting shot][savage shot] blocking stances)
4. I think I may have immediately used [ebon vanguard assassin support] on them after pulling w/longbow to flagged H/H, to get them clustered on him.
5. If not, just hold aggro, and make sure you self-cast the hero prot spells on yourself first...

Don't forget to have con/conset buffs available if needed (and DP reduction cons). Better to have them on-hand, than in the chest...
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Old Jul 03, 2010, 03:02 PM // 15:02   #68
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1:48
was bored and borrowed some heros to do a FoW NM for fun. The time is kinda slow, my builds was not well planned and I forgot two shard wolfs and had to go back to them. I Think I can get at least 20min off that time. Could probably save some time with sending the mage too.

Its just NM, but no cons and only 7 man. Looking to see what kinda times people can get!

Last edited by Carboplatin; Jul 03, 2010 at 03:08 PM // 15:08..
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Old Aug 06, 2010, 10:27 AM // 10:27   #69
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Quote:
Originally Posted by EFGJack View Post
I'm confident forge can be done in under 25 minutes with H/H and proper execution.
I think so too, but Forgewight times are rather random because there are some mobs that can potentially spawn completely avoidable, especially the Stone Summit mob to the side of the Dark Watcher group, and the Elementals outside the Dungeon Lock.

Forgewight HM in 28 minutes:



I think 25 minutes or below is possible, especially with "Fall Back!" or similar. This run I did have to fight the Stone Summit mob beside the Dark Watcher group (they jumped me while I was fighting the Dark Watchers ...) but not the Elementals.
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Old Aug 07, 2010, 10:02 AM // 10:02   #70
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Hot shit J. I'll see if I can match those times once I have the time to do so.
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Old Aug 07, 2010, 08:16 PM // 20:16   #71
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Nice time Jeydra. Made 35 mins yesterday but I whiped twice, the second time (the group right before Forgewight), I rezzed back to the shrine near the dark watcher . Picked all drops and opened all chests along the way too. Pretty sure I could have made under 30 mins if that wasn't for those 2 stupid wipes where i played pretty bad.
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