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Old Sep 22, 2007, 02:22 AM // 02:22   #41
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Quote:
Originally Posted by Tender Wolf
And I don't want to hear that I have the wrong heroes, bad builds, etc.
Why?

At it's core that is the basic issue.

It's hardly rocket science.

I've done it with both PuG's and hero/hench with the the right skills for the job.It's like asking why we breath but you can't mention oxygen.
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Old Sep 22, 2007, 02:23 AM // 02:23   #42
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My first character was easy, my second I just shadow form and ran the Dungeon.
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Old Sep 22, 2007, 03:15 AM // 03:15   #43
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When I went through with my monk, the eles caught me off guard, so my H&H took a few deaths. I'm not sure why dom mesmers are complaining about the monk enemies with bad bars and even worse AI and ele enemies with bsurge. It's not like they won't cast through diversion.
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Old Sep 22, 2007, 04:04 AM // 04:04   #44
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Shards of Orr is tough, but it was kinda neat to encounter a dungeon like that on the way to Gadd's.
It took some build rearranging to get through. I wish there were many more areas in PVE that required changing builds.
It's a shame that there are so many areas in the game where people can get by using the same builds they used somewhere else. I think it's why some people have 100s of skill points.
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Old Sep 22, 2007, 04:47 AM // 04:47   #45
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You may not want to hear it, but if you post about the difficulty of an area others have H/Hed without difficulty, you will be told your builds were probably bad.

Holy Damage is win against undead. MoR/Diversion is win against spam builds.

Judge's Insight+Barrage=win in Shards of Orr, and I probably ran Gwen as a PBlock mesmer, since its one of my favorite hero builds to run. Take a Talkora or Ogden; they are both better at smiting than Dunkoro. Third slot reserve for an MM if you have agro issues. Use it to your advantage and let a jaggid bones bomber+the JI Barrage destroy everything down there.

PS: mesmers do have a running skill. Illusin of haste is-->not very good.

GGs
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Old Sep 22, 2007, 05:39 AM // 05:39   #46
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I just passed through Shards of Orr with my warrior. What I did was bring a smite on my axe warrior, made my hero monk use this build;

[skill]Reversal of Damage[/skill][wiki]Smiter's Boon[/wiki][skill]Restore Condition[/skill][skill]Aegis[/skill][skill]Smite Hex[/skill][wiki]Smite Condition[/wiki][wiki]Castigation Signet[/wiki][skill]Protective Spirit[/skill]

Tried to figure how to incorporate Zealot's fire, but decided against it since the monsters would scatter. This build, with the 2 hench monks did rather well. I also took Melonni and Kahmu as Mel Dervs. That pretty much made the dungeon a breeze. Their's a necro that uses Verata's Aura, so I dropped Olias for the 2nd derv.

Ogden kept me clean enough to do alot of extra damage, though, the dervs and cynn did the greater majority, with Ogden's smiting for solid extras.

Last edited by Darkpower Alchemist; Sep 22, 2007 at 05:49 AM // 05:49..
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Old Sep 22, 2007, 08:05 AM // 08:05   #47
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B/P splinter + judge's insight X2 FTW. Just both fire at the same time on the same bunched group...melt like butter.
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Old Sep 22, 2007, 08:20 AM // 08:20   #48
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Quote:
And I don't want to hear that I have the wrong heroes, bad builds, etc.
Well, it's not the dungeon's difficulty, it's still you :/
It's full of undeads, so obviously you bring Smiters, Avatar of Balth Dervish, Barrager with Judge's Insight, etc. These pretty much rape the dungeon.
Hell, even with a regular team build with hench and heroes, the dungeon was easy as long as you focus fire and aggro a single group at a time.
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Old Sep 22, 2007, 08:43 AM // 08:43   #49
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I hate it when they make the game challenging, too. Having to think, use a little tactics. Pain in the butt. Thats why I run around Old Ascalon on normal mode with my 20, I pwn everything.

Guildie and I cleared it all with no deaths, but you aren't after help but rather sympathy.
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Old Sep 22, 2007, 10:12 AM // 10:12   #50
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Guys, you can easily clear about every dungeon with Meteor shower+SH.....

For the undead in the shards of orr: Cast Meteor shower on a monk, use YMLAD on that target, cast SH and watch them falling. It helps if your hero's are using SH, too.
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Old Sep 22, 2007, 01:17 PM // 13:17   #51
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lol i remember this place. party kept getting wiped by the last 2 mobs that were blocking the exit. all were at 60 dp (impossible to beat them now in a fair fight) and spawned at the nearby res shrine. i thought ah screw this and flagged all my heroes and henchies right in the middle of the mobs. i ran for the exit as they leeroyed and died. took a few hits that almost killed me but i made it, lol.
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Old Sep 22, 2007, 01:25 PM // 13:25   #52
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Yeah, it basically comes down to the fact that you did it wrong. I wish that people would simply change their builds to beat what they are facing, rather than posting up these big whine threads about how hard things are. I did it with 4 henchmen and 3 heroes, and only once did I die (double or triple aggro). You are bad, that's all it is. Change your build and you will be good.
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Old Sep 22, 2007, 01:50 PM // 13:50   #53
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Quote:
however i have just done the dungeon quest, had difficult first time through changed build and got through it a hell of a lot easier.

this was with 2 people 7 heroes
Of course if was easier. You had 9 characters in your party. Others have to do it with 8.
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Old Sep 22, 2007, 02:54 PM // 14:54   #54
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1) The rank 5 requirment is very easily met by doing all quests and dungeons and very little bounty hunting as you explore.

2) You found the quest in shards of orr hard?

You do realise its not actually the dungeon quest you have to do get to Gadds encampment! The only quest you need is the one which basically says get from one end to the other! Just make sure you dont activate the main dungeon quest and it should be a walk in the park!

Im only an ele and I honestly didnt find getting there hard at all! But you sound like your having a nightmare!

Are you using AoE on your heroes? Take 3 monks like I do!
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Old Sep 22, 2007, 03:33 PM // 15:33   #55
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bring a smite hero with judge's insight/signets if you're melee and add sight beyond sight. Stacking condition duration reduction runes/spells won't work, they just spam blind.

If you're a caster, bring knockdowns for the monks, or shutdown, and nuke them.

I rushed to there with my war, had no problems with that kind of build.
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Old Sep 22, 2007, 09:36 PM // 21:36   #56
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My little experience... you can try with 3 smiter monks, like this:

[skill]Ray Of Judgment[/skill]

OwAT44nB3p6b99Z8D4hN5iQ9BA

one click = all dead
Ray of judgment = 110 (x2 undead) = 220 x 3 smiters = 660!

Last edited by Kiram; Sep 23, 2007 at 04:53 PM // 16:53..
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Old Sep 22, 2007, 11:50 PM // 23:50   #57
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I just 600 spirit bond/smite it with my monk. In fact, I was able to come back later again and smite the whole dungeon (although Fendi wasn't fun to try and take like that ><) I was using 16 divine, so the mobs were dead before spellbreaker wore out.

You could always make Ogden a spirit bond tank ? :O
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Old Sep 23, 2007, 03:04 AM // 03:04   #58
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From gaile's talk page:

I have no issue with the rewards. Tanaric has it right -- I just want players to be able to experience all the that game has to offer. I'm not suggesting that this area be "dummied down" or "nerfed," not at all. I'm glad that some players like the area, that's great! But like THK a long time ago, I have to wonder if this area, or the spawns within it, could benefit from another wee look-see. (And I'm fairly sure that there are quests that -- in order to be successful in all quest trees -- do require success in this area, but I could be wrong.) --Gaile 06:17, 19 September 2007 (UTC)


Anyway, I found that taking 'Lost Souls' while on the primary quest increases the number of mobs in the dungeons. It leads to an insane amount of mobs at the choke point near the exit (they also conveniently camp near the rez shrine, not a good thing when your 60% dp party cannot even take down a single enemy before getting killed), which makes it really hard for a H/H team to run through.

The part about changing builds is true. However, GW was never really about using specific builds to complete a mission/ quest. Sure you can do it easier with smiters in your team, but it shouldn't be that necessary. Just my thoughts I guess, *shrug*.

In the end I went with a PUG and one fellow managed to run thru.
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Old Sep 23, 2007, 07:43 AM // 07:43   #59
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im not sure how it happened, but i got to gadds encampment by going thru the battledepths and just fallowed my arrow.(was a freak acident really) I didnt even try through shards of orr. Granted it was a bit longer, but from all i have read, much easier.
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Old Sep 23, 2007, 08:02 AM // 08:02   #60
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Quote:
Originally Posted by Tender Wolf
And I don't want to hear that I have the wrong heroes, bad builds, etc. I've tried this several times with different builds and just now got through it, but at 60dp.
Won't say it, but I'll offer some thoughts.

You're a Domination Mesmer? Just sick your hero warrior on the priest or the cleric, you hex up the other one and then hex up the one the warrior is attacking.

Take Zenmai or Anton, hex the hell out of one healer, manually control your assassin to attack the other one. They die quick.

A Ritualist hero spammer like Razah or Xandra makes life so much easier.

The chained guys don't move. You're a Domination mesmer. Think about how you and an ele hero can own them.

The effective combinations are endless.
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