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Old Aug 18, 2008, 08:48 PM // 20:48   #1
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Default Destructions Depth HM

Sorry if this has already been talked about.

I've tried using the 3 necro trio with my own variations on them but I can only get so far as the 2nd level of DD when the destroyers come at you for a time. I even stay off to the side so they dont over run me but the groups that eventually settles into the center nail me and my heroes and henches every time. So I was wondering what anyone would suggestion?
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Old Aug 18, 2008, 09:15 PM // 21:15   #2
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if you get that huge ball of destroyers in the middle pull some out and kill them.
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Old Aug 18, 2008, 09:19 PM // 21:19   #3
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[discord] and [scourge healing] on your MM. just watch them go down.
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Old Aug 18, 2008, 10:25 PM // 22:25   #4
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hmm i'll have to try that... Its the damn hero AI thats giving me the most issues I think... that and the stupid golems of course i can't flag them.. I think all things that can catch agro should be flagable.
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Old Aug 19, 2008, 12:21 AM // 00:21   #5
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If you re still getting wiped out, set 2 golem on protect.
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Old Aug 19, 2008, 04:05 AM // 04:05   #6
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Like i haven't tried that, the golems die in mere seconds in hard mode, the longest they ever lived is when set to ranged, Melee is just asking ffor trouble from them and defense they die very quickly.

I've done everything possible i think...I could easily get this done if the hero AI worked like it should but since the updates they suck... they wont attack or heal until to late OR they rush in for no reason when flagged... its driving me insane.
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Old Aug 19, 2008, 04:42 AM // 04:42   #7
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I set 2 golems on defend and one on range or melee.

The problem with the N/Rts is that they don't capture spikes very well or remove annoying hexes. I'd recommend using a hero monk set up with a hybrid WoH. Def. keep the MM though. Another possibility is replace your SS with an [[unsteady ground] earth ele with [[eruption]. KD+Blind will significantly reduce your damage. Throw in [[enfeebling blood] and you're set.

And when you do get overran, try pulling a couple at a time.
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Old Aug 19, 2008, 07:23 AM // 07:23   #8
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Quote:
Originally Posted by Kushiels_Scion
Like i haven't tried that, the golems die in mere seconds in hard mode, the longest they ever lived is when set to ranged, Melee is just asking ffor trouble from them and defense they die very quickly.
you must be unlucky then, they don't usually die when I do this mission in HM. I think the only time they die in both NM and HM is at that bit with all the destroyers when your fighting alongside the norn and the last bit against that disc of chaos I think it is.

usually set them on defence (2) and ranged (1) in HM
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Old Aug 19, 2008, 10:57 AM // 10:57   #9
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It's been a while since I've done this one, so please excuse my memory if I'm remembering the wrong one .

If its the chamber I'm thinking of, roughly in the center there's like a 'bridge' - I've always flagged my heroes roughly halfway up (on the side that faces the main onslaught of course) and set two Golems to defend (also on the the bridge). Initially you need to take out some destroyers on the far side, then its a matter of careful pulling for the rest. Not tried it with the recent updates to hero AI, but should still be workable (well, it better be, I'll be needing to take my Ele through there in HM at some stage!).

Used that in both NM and HM with my main char (SS Necro) as one of Sab's 3, can't remember whether 3rd hero was an ele nuker or BHA ranger. I've not bothered fighting with/near the Norn, did that the very 1st time I tried the dungeon and got wiped. Still take a couple of hero/henchie deaths from fighting on the bridge, but then mine have never behaved anyway, before or after the update, no matter how they're flagged <sigh>.

Good luck.
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Old Aug 19, 2008, 08:04 PM // 20:04   #10
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I tried the golems on every possible combination, tried earth eles with knockdowns and blind, tried air elies with blind, always have an SS with enfeebling blood. When it comes to the part where they can over run the group pulling never seems to work cause 1, golems die too close and get in the way of them pulling and on top of that Hero's arent allowing me to pull because they dont heal me until im already dead.

If anyone has the time and/or patience which i have surely lost and can help me I'd really appreciate it lol

IGN Fedabin Kaneka


I have all elites and such so I can ran just about any build asked of me. though I do need some better WoH builds.
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Old Aug 20, 2008, 01:58 AM // 01:58   #11
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Quote:
Originally Posted by Kushiels_Scion
Hero's arent allowing me to pull because they dont heal me until im already dead.
[[protective spirit] & [[shield of absorpt]. put that on your monk hero. target yourself, force your hero to cast it on you, then pull with a long or flatbow. you have to fire an arrow at the closest thing to you and start running before the arrow hits. works every time. that's just pulling technique. as for actually beating the quest... iono. but i do know that [[scourge heal] owns destroyers.

Last edited by joshuarodger; Aug 20, 2008 at 02:03 AM // 02:03..
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Old Aug 20, 2008, 03:43 AM // 03:43   #12
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I have done HM DD many times with heros to complete my hero handbooks for the 4 reputation titles. Positioning, pulling and high Delver title are the keys. It can be done with 7 H/H and help running the HM mission for another char.

I have three necros doing armour ignoring damage Spoil Victor+Blood Ritual, Spiteful Spirit +Weaken Armour and MM+Icy Vein. Blood ritual willl provide you and your henchie monks energy for casting spells. The other henchies are two monks, a warrior and an Earth ele. The Earth ele is optional, it is just my preference.

Take only one melee char and no more. When I run the mission I always ask the additonal Melee char to just stay back and watch the fight as they tend to generate uncessary aggro or over extended. The henchie warrior is very obedient before the recent update. Also the 2 henchie monks would have hard time healing more than one tank taking AOE damage.

Start from the top end of the bridge and flag the heros there, run down the brodge to trigger 2 groups of manageable destroyers. Kill them before they join the centre group.

Flag the Henchies on say 75% down the bridge and you may need to re-position as necessary so that the casters can do damage to the front line of Destroyers. Run down the bridge to trigger the spwaning of destroyers and run back up the bride before the henchie group. Set the Golems to 2 range and one defensive (you can go all range in NM for more damage). Do not set any of the Golem to Melee as they would always over extend and die.

The Choas Disc can be easily pulled and slowly killed after flagging the heros at the right spot to prevent aggro.

My main char is a SoI Mesmer with Alar's Acid+Cry of Pain&Conjure Phantasm +Clumsiness or Wandering Eyes+Pain Inverter to add armour ignoring damage to the destroyers. Power Drain + Drain Enchanment and the Blood necro will provide you enough energy to do damage. Pain Inverter is great against Barrage and Ele destroyers.

Last edited by SaDuFam; Aug 22, 2008 at 05:30 AM // 05:30..
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Old Aug 20, 2008, 09:37 AM // 09:37   #13
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Quote:
Originally Posted by joshuarodger
[[protective spirit] & [[shield of absorpt]. put that on your monk hero. target yourself, force your hero to cast it on you, then pull with a long or flatbow. you have to fire an arrow at the closest thing to you and start running before the arrow hits. works every time. that's just pulling technique. as for actually beating the quest... iono. but i do know that [[scourge heal] owns destroyers.

Did what you suggested combined with a few ideas of my own. I thought, why put scourge on the MM and instead put it on the SS. I also threw on the condition removing build Necro with dwaynas sorrow and the skill to put conditions on to the minions. Worked wonders. we whiped out 3 times total, first time was after killing the first big centered 'wave" of destroyers when they came at us from all 3 sides (avatar of destruction and a destroyer of earth included) leaving absolutely no time or chance to pull back so killed what we could and resumed from there.

Another thing is that the destroyers that go to the center (remember this is level 2 i am talking about) refuse to pull. No matter what i have tried they dont want to. But i got it fingured out. I had to dragon slash + Save Yourselves spam alot which really helped (even with kurzick rank 1 only)

Had another war friend with me bringing a HB monk build i created with healing seed, healing ribbon, heal party and i think a signet heal and 1 other. not sure. Also had him bring a Shield of Regen prot ele that i made with glyph of lesser energy, prot, SoA, and a few other prot skills of course.

Also that that earth ele build someone suggest with blind and unstead ground. had 3 AoE earth skills total, eruption, unsteady ground and 1 other, mixed with ash blast and glowstone (since necro weakens everything as it is)

Long story short, i got through it.. ONCE now i have atleast 3-4 more times to do it... Beats filling up more than 1 HM dungeon book though.
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Old Aug 20, 2008, 03:53 PM // 15:53   #14
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i've completed it many times with my assassin using the triple necro vanquishing team, a warrior hench, a fire mage hench, a protection monk and healer monk. It was a piece of cake tbh in both normal and hardmode.
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Old Aug 21, 2008, 05:11 PM // 17:11   #15
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Quote:
Originally Posted by shulkor
i've completed it many times with my assassin using the triple necro vanquishing team, a warrior hench, a fire mage hench, a protection monk and healer monk. It was a piece of cake tbh in both normal and hardmode.
I'm believe that it is very easy in hard mode.... BEFORE the AI changes. I could have done it easily before any of theupdates because I know that it shouldnt have been as tough as it was or that i should have been getting hit so hard with such a well balanced build. It is all on the hero changes. Before the update I know I could have done DD in HM without any problems, but since the changes everything seems to be more difficult to do because heros just want to what I'm expected/used to them doing. being able to tank and allow them to cast spells outside of range of enemies but close enough to cast a spell (just on agro bubble not inside) it has ALWAYS worked efficiently, now its impossible because they refuse to do it when i have them flagged. It's soo agrivating...
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Old Aug 22, 2008, 01:05 AM // 01:05   #16
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The reason people are failing now is due to the fix to "Inner Fire" which heals destoryers like crazy in HM.

Also, heroes aggro is a problem, but this supposed to have been fixed in today's update.

Lastly, in LVL2, don't rush to NPC directly, go left towards the end of bridge, and kill groups there first.
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Old Aug 22, 2008, 05:31 AM // 05:31   #17
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Quote:
Originally Posted by mage767
The reason people are failing now is due to the fix to "Inner Fire" which heals destoryers like crazy in HM.

Also, heroes aggro is a problem, but this supposed to have been fixed in today's update.

Lastly, in LVL2, don't rush to NPC directly, go left towards the end of bridge, and kill groups there first.
When i see the green dudes on level three i just go near them to activate the detroyers and leave them to their own devices and deal with the first 2 groups that spawn from the direction i came from. Its once they are allgrouped up on the now dead NPCs that i would get issues because they refused to pull and heros wouldnt heal me fast enough to tank AND while flagged the SS wouldn't curse the guys that were on me, which were in range.

Now to see since the new updates if i can h/h it for another book..
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Old Aug 22, 2008, 12:08 PM // 12:08   #18
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did it yesterday
i was a water ele with snares and we had another ele that used [blinding flash] with [extend conditions]
a para with SY and TNTF and you'll be fine
just make sure you got powerstones just in case
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Old Aug 22, 2008, 03:40 PM // 15:40   #19
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Quote:
Originally Posted by mage767
The reason people are failing now is due to the fix to "Inner Fire" which heals destoryers like crazy in HM.
I'm going to disaggree with you there. Inner Fire is only 30 health/sec. and only lasts 10s. So what you're looking at is the equivalent of a WoH spread over 10s. With the proper application of skill synergy and damage boosting (read-a decent team setup!) Inner Fire isn't hard to overcome. The only time Inner Fire is really "difficult" to overcome is vs. the ranger destroyers-and that's only because they use a block stance (which is also easily overcomed).
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