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Old Jan 23, 2008, 04:57 PM // 16:57   #61
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Quote:
Originally Posted by Wakka
This may come as a shock to you all, but there are other people in Guild Wars. The game isn't designed for H/H (except maybe NF lol). If you get a decent 8 man team you can sear through anything on Normal Mode and Hard Mode with them.

If your failing where others don't, then prehaps you can't micromanage as well? Get better.

EDIT: Also ask for advice on Guild/Alliance chat for the Dungeon your about to enter, chances are someone has already done it and will be able to warn you of any bosses that require you to take extra caution.
I was trying to get across to the OP that a positive attitude goes a long way to getting through tough times.

Actually, I am getting better, thank you...
I totally suck at micromanaging, and I admit it freely, I also suck at a lot of other finer points of gameplaying. I don't have an issue with that at all.

I think the game is designed for both Player interaction and H&H interaction.
I use both, my schedule is fluctuating and I sometimes do stuff with my guild or not.
I rarely ever PUG... too many nightmares there...
I don't need to drag my guildies into NM Quest/Missions as those can be done easily enough. When I do need help I ask, when I'm asked I help.

And grinding for rep points, c'mon who wants to be bothered with that unless they need it as well?
Also, I find it easier to do that solo-w/H&H as I can go as fast or slow as I like w/o messin' with someone else's timetable.

(Cuz I tend to not be so "ogogogogogog" as most of the grinders want/need me to be) LOL

I have fun, and I hang with some of the Kewlest PPL in the game. TYVM.

Key Words Here... GAME and FUN

=)

Last edited by greywolf31; Jan 23, 2008 at 05:01 PM // 17:01..
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Old Jan 23, 2008, 08:58 PM // 20:58   #62
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Quote:
Key Words Here... GAME and FUN
Yes I get where your comin from, and im all for the fun stuff, wooooo, but he's blaming ANet and GW for making the game too hard when there's a whole array of players here who have proven that the game isn't too hard.
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Old Jan 25, 2008, 01:12 PM // 13:12   #63
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It's good to see there are a lot of helpful people in this community!

Indeed, the title is a bit misleading, its more about endlevel bosses, the time it takes to get to them and the difference in toughness of the overall dungeon and the endlevel boss.

For me time is of he essence. If every boss could be reached so fast as 'A time for heroes' than I would have no doubt and experience with lots of builds until I found the right one. But unfortunately it often takes 2 hours to get to the boss and in that case I want to be *absolutely* sure to have the right build! Because to me it feels like a waste of time when I'm playing for 2 hours at evening, without result. Anyway, the weekend is for trying out new builds and there are 2 points I would like to see more clear:

1. Interrupts

I notice that having 1 100% interupter in the party (Ra/Me) does not work. Adding a 2nd one drops the amount of dmg the party does, making it much harder to cut through the crowds of opponents. I myself don't play any interrupter chr. Suggestions?

2. Positioning heroes and henchmen

There are a lot of suggestions how to position a party against endlevel monsters (mostly to avoid high level AoE dmg). I remember the Cyndr discussion but at the end I chose to do it with a massive touch team, with no positioning at all. The main problem with positioning at the endlevel boss is:
Setting flags 1 by 1 causes the heroes to run to their positions 1 by 1. By the time I'm ready the first hero is already killed. What is the trick?
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Old Jan 25, 2008, 01:31 PM // 13:31   #64
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I used the flag All, one...
If you use 1,2,3 first to flag the Heroes, the "flag all" will only affect the henchies, but if you use it first then it affects the entire party of H&Hs.

hope that helps.

With regard to the Remnant...
I was running a Mesmer/Warrior, I had Sab's MoW, and Livia build, With Cynn and Herta, and Mhenlo...
When I added Pyre as an interrupter and Zho, it did decrease the amount of damage I was doing, and it also seemed to cut down on the amount of damage I was taking as a whole.
And it did seem to take a long time to take down the Remnant... but compared to having to bail... well you decide. LOL
Other note: no party wipe this time... =)

FYI... Pain Inverter with Arcane Echo = Yeah Baby!

Last edited by greywolf31; Jan 25, 2008 at 01:38 PM // 13:38..
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Old Jan 25, 2008, 01:31 PM // 13:31   #65
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Quote:
Originally Posted by Pandora's box
For me time is of he essence. If every boss could be reached so fast as 'A time for heroes' than I would have no doubt and experience with lots of builds until I found the right one. But unfortunately it often takes 2 hours to get to the boss and in that case I want to be *absolutely* sure to have the right build! Because to me it feels like a waste of time when I'm playing for 2 hours at evening, without result. Anyway, the weekend is for trying out new builds and there are 2 points I would like to see more clear:
There are 2 wikis you can look through before doing a dungeon and plenty of forums you can turn to for advice. This may mean an extra 15mins-30mins of planning but will give you a much better chance of beating the area you're going to, and you won't lose the 2 hours you spend getting to the boss just to find out you have the wrong team for him.

Quote:
Originally Posted by Pandora's box
1. Interrupts

I notice that having 1 100% interupter in the party (Ra/Me) does not work. Adding a 2nd one drops the amount of dmg the party does, making it much harder to cut through the crowds of opponents. I myself don't play any interrupter chr. Suggestions?
If you must bring 2 interupters I'd suggest using 1 hero and 1 henchman, leaving you with 2 heroes for damage and for healing you can use the 2 prot/heal henchmen. You must also realise that most bosses can be beat without interupts even in hm.

Quote:
Originally Posted by Pandora's box
2. Positioning heroes and henchmen

There are a lot of suggestions how to position a party against endlevel monsters (mostly to avoid high level AoE dmg). I remember the Cyndr discussion but at the end I chose to do it with a massive touch team, with no positioning at all. The main problem with positioning at the endlevel boss is:
Setting flags 1 by 1 causes the heroes to run to their positions 1 by 1. By the time I'm ready the first hero is already killed. What is the trick?
Flagging should be done before you aggro, either set your team up in the way of the patrol so they come to you or if it's a boss that stays in one place you can flag your heroes and pull him towards the group never staying too far away from your monks. The last part works better with hero monks because you can pre prot but even with hench monks they should be able to keep you alive as you're the only one taking damage when pulling.

Another way to keep your team from being hit by aoe is have the minions or warriors run in first and keep the pressure off of you.
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Old Jan 25, 2008, 02:32 PM // 14:32   #66
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Quote:
Originally Posted by Proff
Another way to keep your team from being hit by aoe is have the minions or warriors run in first and keep the pressure off of you.
Here's something I wondered about... The minions.

To send them in first don't you have to flag olias into the fray?

And if/when he dies you get a bunch of rogue minions... Does their AI target monsters/mobs first then player's party or do they just attack whatever is close?

THX
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Old Jan 25, 2008, 03:20 PM // 15:20   #67
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I noted they tend to lock onto whatever is closest to them, which is normally the mobs they are attacking away. But sometimes they just go a bit nuts and attack mobs and your party alike.
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