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Old Nov 14, 2007, 07:34 AM // 07:34   #21
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Quote:
Originally Posted by tekDragon
Yeah... doing this dungeon with HnH in normal mode was such a nightmare for me as a primary ranger. It took me 4-5 tries to get through it.

I have no idea what my approach will be in hard mode but I'm not going to HnH it that's for sure. Hopefully by the time I get around to doing it people will have a better idea what the better ranger builds are.
It wasn't too bad for me as ranger going as a touch ranger with [skill]melandru's resilience[/skill].
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Old Nov 21, 2007, 05:26 PM // 17:26   #22
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With a good PUG this is a Joke ..reaching fendi with like +10% perma Morale, because nothign will beat you ...

1. Obsi Tank
2+3. Splitter Barrage Ranger/Ritualist
4+5. SF or SH Eles
6. Group Heal Monk
7. Bonder Monk with Holy Damage Enchant
8. SS Necro

On the Way to Fendi ..tactic is so easy..you rush through the undeads with no problem ..
Tank gets bonds...tank gets full aggro...splitter barragers get holy damage enchant, shoot their barrages and the eles set of their aoes and everything will die in short time ...

2 splitter barragers, do with holdy damage enchant up to 100-160 Damage spikes, that x2 and your enemies are very quick history when the 2 eles use their aoes at same time and everything gets also damage through SS.
Take out ever first the clerics/priests absolutely no problem ...verything else dies alone by pain inverters in seconds.

When you reach fendi, use a set of consumeables to boost the strength of the party...

tank lures fendi to the trap..keep up ever pain invertr and the body will die very quick...then the souls, just concentrate ever on the soul, the 2 splitter baaragers can take out very effient with holy damage buff the archers, if needed...it takes maybe say 5-7 rounds and fendi will be dead, team may die maybe say 1-2 times..with a whole +10 morale start, thats no problem ...fendi will be dead, before anyone reaches 60 dp
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Old Nov 21, 2007, 07:23 PM // 19:23   #23
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I know this sounds like an odd idea for a Ranger, but hear me out.

R/D
Barrage / Heart of Holy Flame

Heart of Holy Flame is a 30 second enchant of which you run holy damage. The points from Mysticism only affect the initial damage from the enchant and burning on the ending. In the meantime, you're hitting multiple people with holy attacks. Would take no investment in Mysticism (since you can't put points, primary attribute).

Thoughts?
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Old Nov 21, 2007, 08:16 PM // 20:16   #24
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Good idea for dealing holy damage and the cost isnt that prohibitive.
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Old Nov 21, 2007, 10:41 PM // 22:41   #25
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You have to realize that not everyone has a monk primary to run the 2 monk team on this dungeon in HM. The only reason this works at all is due to spirit bond, and I hope it gets nerfed soon so that monks don't get an unfair advantage over the other classes.

Spirit bond is way overpowered and has a very low recharge time (2s). It is even better than the PvE only skills.

Last edited by mage767; Nov 21, 2007 at 10:43 PM // 22:43..
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Old Nov 22, 2007, 01:11 AM // 01:11   #26
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if you nerfed spirit bond pressure builds in PvP would become overpowered even more so since the nerf of LoD, spirit bond in PvE is particularly useful in certain areas, don't say something needs nerfing because of one or two things

still haven't done this in HM so if anyone is up for it give me a PM
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Old Nov 27, 2007, 08:30 AM // 08:30   #27
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Finished HM Shards with H+H and it really plays like NM, only the mobs are a bit bigger, stronger and (the hard thing to counter even with a great build) faster.

I took my Sin, with Ursan, PainInverter, Power Spike and Lt of Deld. Took a bow and a good +15 e cane for those times when DP created a low e problem, in addition to reg Sin weaps.

Flagging h+h back about a bubble and half, go to ursan and use speed, pull target with bow, run back into the field of fire and stop, drawing aggro really worked out well. Put hench in one front corner, the smiter in the other, the SS behind him, and the healer behind the hench. Rarely used any other skills than Ursan, or any weap than the bow because of the longer range. Casting PInvert or PwrSpike just got me too close for comfort and, after fiddling around with it a bit, I found that trying to cast them left me just beyond the h+h zone of protection from the healer and prot and subject to a Wizard spike that just might be overwhelming. Those two skills were life savers every once in a while when ursan e, just due to my not keeping an eye on it, would fall to 0 in the middle of a fight or just after a pull, letting me get back to h+h safety with a few well timed strikes until Ursan's cool down expired and I could growl again.

Beyond the end of level 1, I found I really needed that extra punch that the 3 consumables, armor, essence, and grail provide, particularly with those gnarly mobs at the beginning of level 2. It really put you back on a even par with the juiced up mobs. In fact, it lets you plow through them pretty handily. It made it even seem much easier than doing Shards in NM without them.

I'm not sure all were needed, but I had made them up and had them on hand, and as this was my last HM dungeon for Legendary, I decided not to spare the horses for later. Probably could get by with just Essence. But the others just made things a relative breeze and a real blast, after slogging through other HM dungeons without them at all, or using one or two sparingly.

Heros: the SS and healer N/Rt from Sab's build, and took out the MM for a Smite monk using SoJ.
Hench: Lina, LoSha, Zho, and Herta.

Took the first of 3 sets of consumables at the beginning of level 2, another near the end for the mobs to get the boss key, and after a few goes at Fendi and getting the bar about halfway down, took the last set and had two more goes at her to finish her off.

I didn't have the quest, so had to get it from Shandra in Arbor Bay, and while I could have then started from Gadd's, I thought I'd try the bit from Arbor to the Gadd's entrance as a sort of shakedown cruise for the build, not really planning to finish the whole thing, but as things went well, I thought, why not, and just plowed on.

I had tried to put together alot of good tips in this thread, so thanks to all who made suggestions. They worked.

Last edited by Nighthawkeye; Nov 27, 2007 at 08:34 AM // 08:34..
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Old Nov 27, 2007, 09:32 AM // 09:32   #28
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Interesting set-up, and grats!

I'm slightly surprised that you had enough punch in that team to take down the 2* healer groups - how did they work out for you? Spam down the melee mobs first with knockdowns and aoe, then move onto the backline?
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Old Nov 28, 2007, 05:10 AM // 05:10   #29
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Basically, yes, but only when I couldn't whittle down a mob first with long pulls.

Except for a few places like the beginning of level 2 where there just wasn't much room and I had to just take on a whole mob at once, I mainly tried to peel off a few at a time out of each mob with long pulls, and using ursan speed to get quickly back to the team and spring the trap on the lead followers, whatever class they might be. And in those cases, I was really looking, where possible, to peel off their high damage dealers, figuring if I could catch one or two, whatever class they might be, strung far out beyond the range of its healers, I could whittle things down enough so that once the rest of the pack that wouldn't pull as well was left, I could move the team in a bit closer and then be more target selective.

But in the case of say, the groups past the shrine room (where you light the braziers and then get a pop up spawn), and in the big dinning hall, I had the 3 consumables up and running and just tried to pull and draw a ball of baddies around me in Ursan and just let the h+h take care of things. Herta's AoE stuff seemed to really be churning in those cases. When things thinned out a bit, or if it seemed I wasn't making any headway with, say a trio of Brutes who just didn't seem to want to drop, then I started looking for class targets like the clerics and priests. But those two are, if you look at them, more prot than heal, and the priests can smite pretty hard, and in some cases, it seemed like the priests would switch from prot mode to smite mode at which point it made more sense to just keep wailing on the melees I was engaged with because they weren't getting the same protection as they had been. At that point, they would start to drop, and once one or two would go down, it was really dominos from there. Occasionally, I would switch to the priests if they seem to be particularly wreaking havoc, then go back to the melees or other casters. Seems like the Nec baddies went down last in most cases, but mainly because they stayed pretty far away on the back line of baddie groups.

The other thing that I think helped, and what I had learned from a few earlier HM dungeons, was that the N/Rt healer and only the Prot hench were able to do well without additional healing support, particularly so with the hero smiter along, who I had carrying RoD and Smite Condition, so leaving the healer hench at home for another indirect damage dealer/interrupter/weakener/energy stealer like LoSha, made a big difference.

Less heal, more hurt, long pulls, fighting the mobs at the far edge of or just beyond their range, plus Ursan and the boost from consumables seemed, in short, to be the keys.

Last edited by Nighthawkeye; Nov 28, 2007 at 05:23 AM // 05:23..
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Old Nov 28, 2007, 06:55 AM // 06:55   #30
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impressive that you h/h'd this. haha my best was duoing it on HM with a friend and 6 heroes, 3 of which were SoJ smiting mesmers with 16fast cast.

ive been running it on my monk though with just me as 600 and dunkoro as a service here on guru. gotten a lot of business/experience running it now and it's become a very easy run except for fendi, and i can do entire thing in like 90mins lol.
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Old Nov 30, 2007, 07:17 AM // 07:17   #31
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ye,that is impressive,Me and my guild tried this dungeon in HM 3-4 days ago in UB way,but we failed.we got to much dp and I used to much CC and we wasnt even halfway,we tried it with smiter heroes too,that didnt work out either.so last night a guildie and me did shards of orr in HM 600/smiter way,we had 5 other ppl from the guild in our group but they was just leeching..but point is,get 2 monks so you can 600/smite it.its the same build as cathedral of flames HM..

hope this will help someone to complete shards of orr in hm.
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Old Nov 30, 2007, 01:19 PM // 13:19   #32
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Quote:
Originally Posted by apocalypse_xx
The 600 smite builds work great here, just myself and my Dunkoro finished it in no time, a little tip for finishing Fendi quickly is to stand in the fire traps near the entrance to his room, Fendi will then also walk into the traps to attack you and get himself owned. The only real pain in the arse part is sometimes it is difficult to keep spirit bond up due to the massive number of hits you can take when Fendi's buddies are respawning, however, if you die, just get Dunkoro killed and it is a short walk back to Fendi who doesn't regen, and obviously since you are duo, only a few kills removes your DP each time.
Hope this helps
Added the screenshot when I got home, Dunk is dead cause he got owned in a fire trap,lmao, oh, and I did die a few times while killing Soul of Fendi, but I did manage to string several rounds together in a row
Wow I am impressed, you could start a Shards of Orr run business and charge 10k per person at least for that "hell" hole.
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Old Nov 30, 2007, 01:22 PM // 13:22   #33
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Quote:
Originally Posted by mage767
Spirit bond is way overpowered and has a very low recharge time (2s). It is even better than the PvE only skills.
But it is bugged making it so easy to screw up when using it that it is really not overpowered at all.
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Old Dec 05, 2007, 02:24 AM // 02:24   #34
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Quote:
Originally Posted by Nighthawkeye
Heros: the SS and healer N/Rt from Sab's build, and took out the MM for a Smite monk using SoJ.
Hench: Lina, LoSha, Zho, and Herta.
Thanks for the setup, Nighthawk! Ran this with my Ranger/Derv using Pain Inverter, Lt of Deld and Ursan (really didn't need the /D with Heart of Holy Flame)...took just over 2 hours in HM (to avoid any multi-aggro). Used 3 sets of consumables (1 at Fendi) and he transformed 5 total times before dying.
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Old Dec 05, 2007, 02:42 AM // 02:42   #35
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I beat this dungeon in 90 minutes with only myself and three heroes (Zero Henchies )... Didn't think it was that difficult. o.O

Ray of Judgement > Undead.
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Old Dec 05, 2007, 02:48 AM // 02:48   #36
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Quote:
Originally Posted by Ruricu
I beat this dungeon in 90 minutes with only myself and three heroes (Zero Henchies )... Didn't think it was that difficult. o.O

Ray of Judgement > Undead.
If it was in HM, fine...otherwise, NM is a cakewalk...
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Old Dec 06, 2007, 09:38 PM // 21:38   #37
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Quote:
Originally Posted by El Presidente
If it was in HM, fine...otherwise, NM is a cakewalk...
T'was HM. ^_^

I lined my heroes up in front of me, Checked their RoJ, and called a nearby skeleton in the middle of a mob. The three heroes simultaneously ran in, spiked the group, and then finished off stragglers with various other smite skills.

I actually occasionally just run this dungeon for loot/fun... after seeing how much trouble people have with it, maybe I should run it for a fee.
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Old Dec 06, 2007, 10:36 PM // 22:36   #38
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Quote:
Originally Posted by crokodil
I`ve done most HM dungeons alone, but i cant beat this
I can get to 3rd floor without much troubles, but large groups there are too hard
Have anyone completed with ONLY h&h?

Yes, I've done it twice now with just heros and henchies. (I'm an sf ele btw, which worked out fine for me) I brought 2 n/rt from sab's necro builds (I didn't bring the mm hero) and I brought a smiter monk hero who basically ran in and died every time. I didn't micro manage him either time, tho I guess I should have. I also brought mehnlo, devona, talon, and zho. Bring enough essence of celerity to have it up for at least the end of the first floor and by the boss and you'll be fine. The second time I ran out and had to do the boss without it and that took a while.
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Old Dec 07, 2007, 11:17 AM // 11:17   #39
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Quote:
Originally Posted by Ruricu
T'was HM. ^_^

I lined my heroes up in front of me, Checked their RoJ, and called a nearby skeleton in the middle of a mob. The three heroes simultaneously ran in, spiked the group, and then finished off stragglers with various other smite skills.

I actually occasionally just run this dungeon for loot/fun... after seeing how much trouble people have with it, maybe I should run it for a fee.
Kick ass! How did you cope with Fendi?
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Old Dec 07, 2007, 02:25 PM // 14:25   #40
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Using the ray of judgment spike atm. It is insane - feels like cheating. O_o Still need to think of a good way to deal with fendi though (I'm just about to fight him - full morale and no consumables used yet...)

Edit: okay, two thumbs up for this. Just beat Shards of Orr in HM using no consumables at all, other than a couple of wintergreen candy canes on me (probably unnecessary). I took hench too, as I wanted the beat the mission more than I wanted to maximise loot. Went as ele ursan tank personally O_o which was actually reasonably useful against Fendi. Aggroing the way that you explained was key. Legendary Sword from the chest too. Thanks again, and GG! ^^

Last edited by bifter; Dec 07, 2007 at 03:55 PM // 15:55..
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