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Old Mar 23, 2012, 11:51 AM // 11:51   #21
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Just tried it. My unfamiliarity with the area showed, and I ran two full circles around the map before finding the last few mobs. Not knowing where the popups are led to one Stone Rain using Shockwave right on top of my party, killing the two hardressers.

Considering the number of avoidable popups, I don't think a straight /age is a good comparison. With strong play, mobskipping and avoiding popups, a time of maybe ~18 minutes might be doable without requiring mercenaries.

Considering the amount of physical damage in the area Illusion Mesmers might be usable but I've got a strong aversion to ever using them (go figure).
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Old Mar 23, 2012, 12:21 PM // 12:21   #22
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Originally Posted by Morte66 View Post
Greenhough/DRGN, thanks for confirming that I'm not barking up the wrong tree. If I may ask a couple of questions...

Do you use mercs, and if so do you think they make a big difference?

In the southeast corner loop, do you go round clockwise or anticlockwise?

I've seen some promise in ball and spike with an ER bonder keeping the sin alive to do the balling. Do you think this is a good avenue to explore?

Any thoughts on caster vs melee for this? I've been using my sin because he's a new character I'm getting to know, but I do have Ele + Rit + Nec + Monk + Mesmer + Warrior with decent skills and heroes and so on.
I don't use Mercs, no. I only have one Merc(a Rit for characters that I'm too lazy to get two rit heroes on) and it was not used in this run.

I went counter-clockwise but there was no particular reasoning behind it.

I haven't done it on a caster so I don't really have any thoughts.
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Old Mar 23, 2012, 12:39 PM // 12:39   #23
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Quote:
Originally Posted by Jeydra View Post
Considering the number of avoidable popups, I don't think a straight /age is a good comparison.
It's a very predictable map once you know it, with not much patrolling going on. I've found a couple of places where you can take a shorter route if you time things right, e.g. at the northwest you can get a couple of dragon moss groups without doing a loop.

Time is not the whole story when you're doing it for faction. If you take the flashback quest to put afflicted on the map you get a whole extra boss, and the afflicted fight the locals which saves you some time killing them, so it's a lot of extra faction for the time. And couple of the warden popups are a very minor diversion for 4-6 easy kills, they might be worth it on a faction/hour basis.

OTOH I think it might be worth pulling Arbor Earthcall and killing him without spawning his Wardens of the Spirit, they're a lot of work for the gain. I also think I'll try a route to avoid as many stone whotsits as possible, they're more effort than they're worth.

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Considering the amount of physical damage in the area Illusion Mesmers might be usable but I've got a strong aversion to ever using them (go figure).
IMO the question is do you bring one or two.
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Old Mar 23, 2012, 12:40 PM // 12:40   #24
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Quote:
Originally Posted by Jeydra View Post
Just tried it. My unfamiliarity with the area showed, and I ran two full circles around the map before finding the last few mobs. Not knowing where the popups are led to one Stone Rain using Shockwave right on top of my party, killing the two hardressers.

Considering the number of avoidable popups, I don't think a straight /age is a good comparison. With strong play, mobskipping and avoiding popups, a time of maybe ~18 minutes might be doable without requiring mercenaries.

Considering the amount of physical damage in the area Illusion Mesmers might be usable but I've got a strong aversion to ever using them (go figure).
Avoiding popups doesn't really give any benefit though. You want the VQ bonus anyhow which is dependant on the amount of kills.
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Old Mar 23, 2012, 02:10 PM // 14:10   #25
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Originally Posted by Lyv View Post
I find RoJ to be godly on the bottom-right zone of the map.
I tried RoJ (+SoH + Arcane Echo + etc) with my sin and it worked pretty well. I'm not sure if it was better than mesmers, but it's certainly one of the best options I've used with a frontliner.

Then I tried it on my warrior with a shield and I got far more scatter. It's as if the tempting low AL of the sin makes them stay in the beam. Very odd.
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Old Mar 23, 2012, 07:22 PM // 19:22   #26
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I gave 7H MT a go as I still need some kurzick points. I got 24 mins on my first go and I reckon you can get 20~ish with some tuning and using a proper route to avoid unnecessary spawns.

img651.imageshack.us/img651/8598/gw208e.jpg

Painted area is covering my friendslist and for some reason it's on top of my effects monitor, but for what my word is worth I didn't use any cons etc.
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Old Mar 23, 2012, 09:58 PM // 21:58   #27
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Originally Posted by EFGJack View Post
img651.imageshack.us/img651/8598/gw208e.jpg
Jack in your screenshot in the chat window you show a 230 kills message. I didn't think you could get under about 270. Is that something weird happening with your chat, or do you have some quest open that reduces the spawns?
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Old Mar 23, 2012, 10:37 PM // 22:37   #28
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Quote:
Originally Posted by Morte66 View Post
Jack in your screenshot in the chat window you show a 230 kills message. I didn't think you could get under about 270. Is that something weird happening with your chat, or do you have some quest open that reduces the spawns?
I only have the Memories of Purity quest active in Cantha. The chat message doesn't reflect the kill counter though. It was close to 270 iirc.
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Old Mar 23, 2012, 10:39 PM // 22:39   #29
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It was 269 monsters(1345 gold/5 gold per monster )
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Old Mar 23, 2012, 11:45 PM // 23:45   #30
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Just for a baseline, I did a VQ including all chests, some loot pickups and all the popups (including the extras in Sunreach's loop) apart from Arbor's Wardens in 39 minutes.

No speedboosts on any heroes and a far from optimal route. I reckon cutting 15 mins off that is pretty good going
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Old Mar 24, 2012, 11:14 AM // 11:14   #31
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21 mins after giving the run/build some thoughts. I bet 18 mins is doable with some specific setups and strategies using 7H.

http://img543.imageshack.us/img543/4741/gw211.jpg
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Old Mar 24, 2012, 05:11 PM // 17:11   #32
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Right folks. Less commentary on each other and more on the topic at hand.

I'm quite happy to give trouble instigators time off as are paranon and Xenomortis.

Consider yourselves warned!
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Old Mar 27, 2012, 03:27 AM // 03:27   #33
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My best time is 21 min with heroes and no con.



Average milage is 22~24 min.





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Old Mar 27, 2012, 08:05 PM // 20:05   #34
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I'm coming in about 30 minutes, looting everything, with roughly 295 kills.

I suck at this. I don't know why, on Silent Surf I was about 3 minutes behind Jeydras' speed runs using a reliable casual team. There's something about this area that just throws me.

I think the magic word might be "balling".

Oh well, better get back to it.
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Old Apr 04, 2012, 09:13 PM // 21:13   #35
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I do this in 30 minutes with Myself and 6heros and 1 person who tags along or afk's. So yeah 21-28 minutes with a full party of heros is quite simple enough. I am also taking the exact same route and such but as far as Spiking i'm running A/P Ele, and a mix of Supportway/Ritway heros and bear in mind i'm only using 6H's so my options aren't the same as all of yours.
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Old Apr 05, 2012, 12:32 AM // 00:32   #36
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I'm trying to vanquish this area, yet keep dieing when battling the group with Sunreach Warmaker. Furthermore, I'm running a standard AP Caller bar.

Please comment on these builds and offer improvements, as I will greatly appreciate it.

Talkhora:
Owkj4wQpZO+M8K13lcR2xW/qPA
Dunkoro:
Owkj4wQpZO+M8K13lcR2xW/qPA
Xandra:
OAmjIykpZOYMv51scWNZm74aMA
Ogden:
Owkj0oQsJSbENgTf3N7YMEdRXEA
Master Of Whispers:
OAhjUwGc4QyBVBfBoBKgpBVVJXA
Olias:
OAljUsGqpS1MKgpBVV+Y1Y7YbhA
Gwen:
OQhkAwC7gFKyJkDTvGMEZARcxA

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Old Apr 05, 2012, 02:51 AM // 02:51   #37
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You said it yourself, youre running an AP bar so run a build designed to be played with one.

Your mesmer, RoJ heroes, UA healer and Icy veins necro is all designed to be used with a physical character. Ball up foes and spike hard.

AP callers are best when played with direct damage heroes with short recharges.

3x discord, panic, esurge, SoS, SoGM hero would perform way better then what you run today. And panic and esurge should be designed for direct damage packets using skills like Unnatural Signet, Cry of Frustration, Mistrust, Shatter Hex and spiritual pain. Not empathy and Shatter hex.

Anyhow, there are more advanced setups then the one above again and better ones too but I don't know what heroes you have available to I'm just giving you a nudge in the right direction.

Provided you don't have mercenary heroes available the best approach IMO is:
Discord/resto
AoTL/prot
Panic
Esurge
Esurge
SoS
SOGM
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Old Apr 05, 2012, 10:38 AM // 10:38   #38
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The Sunreach group can be tough, especially as heroes have a propensity to overextend. My advice would be to kill the mobs on the other side of the Sunreach loop, then come back down that side, precast siprits and pull the Sunreach mobs towards your position. With careful pulling, you won't get the whole bunch falling onto in an you enclosed space as they tend to do if you charge in.
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Old Apr 05, 2012, 05:14 PM // 17:14   #39
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Your build's fine. The severe overkill on "Fall Back!" and defense works against you, but then again, it's a vanquish and you aren't shooting for very fast times, so not much of a problem.

Just take out a Longbow and pull the mob. Don't overaggro, and you should be fine.
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Old Apr 05, 2012, 06:10 PM // 18:10   #40
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Quote:
Originally Posted by Jeydra View Post
Your build's fine. The severe overkill on "Fall Back!" and defense works against you, but then again, it's a vanquish and you aren't shooting for very fast times, so not much of a problem.

Just take out a Longbow and pull the mob. Don't overaggro, and you should be fine.
Not sure you noticed him saying this:

Quote:
Furthermore, I'm running a standard AP Caller bar.
You really saying his build is fine in combination with an A/P caller?
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