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Old Apr 20, 2007, 09:56 PM // 21:56   #21
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Yea today I had to kill thos 2 charr monks who kept spamming heal are....wtf we could do it as they finished energy xD We were just waiting for that lol. We weren't able to kill them (1 Necro SS, 1 war 1 ele nuker 1 monk).
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Old Apr 21, 2007, 07:29 AM // 07:29   #22
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The first Grawl Udolytes I found in the Wall mission took my party like 10 minutes to kill (well actually around 4), he was FAR harder to kill than the Boss Udolytes we fought later on

Since I was the warrior, I oppted to say back and try and hold back the charr hordes. I learned the hard way that they use Wild Blow (which killed my physical resistence) and then they tore through my dolyak signet with like 500 eviscerates
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Old Apr 21, 2007, 09:57 AM // 09:57   #23
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There's a healbot comic in these stories somewhere
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Old Apr 21, 2007, 10:08 AM // 10:08   #24
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Quote:
Originally Posted by Sophitia Leafblade
Mesmers have finally been given the status they deserve. More people will consider them for partys now
Yes, the monks in hard mode, particularly bosses will require mesmers to kill without difficulty.

Just wish I could use norgu as a fifth hero lol.
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Old Apr 21, 2007, 11:06 PM // 23:06   #25
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A mesmer works, though if you attempt the mission with a PuG you should have no trouble. Even with today's update that upgraded henchies' stats (apparently it was still equal to their normal mode stats) for hard mode, I find henchies are WORSE than PuGs (probably since anyone doing HM has beaten the campaign and as such can't be one of those retards stuck on RoF/THK). It's ironic. In normal mode you're better off with henchies, and in hard mode you really need to unite with other players.

We killed the Fort Ranik healers (for the bonus) in a few minutes. Then again, I always bring an interrupt or two.
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Old Apr 21, 2007, 11:12 PM // 23:12   #26
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I dealt with with them using diversion, and that's all. There was a part that I had 3 char shaman switching infuses to each other that really got annoying lol.
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Old Apr 21, 2007, 11:44 PM // 23:44   #27
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LOL, yeah HM Udolytes crack me up. We had those same 3 Udolytes in our mission be the last survivors so I just said leave them and completed the mission without even bothering to try and kill them (alright they did try and eventually realized I was right). Most people don't seem to understand you don't actually have to kill everything across your path during missions. I ran the way back just fine with no charr catching up to me and no runskills so...
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Old Apr 21, 2007, 11:51 PM // 23:51   #28
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Firstly, it's Ulodyte.

Secondly, you're right Dark, though in Hard Mode even the monks seem to cause trouble. Plus it's like Coventina and all the other ebil Mursaat monk bosses, most PuGs have never heard of the words "run", "flee", or "regroup".

Also, running won't work with henchies as Alesia dies in 4 hits from almost everything, even with the hench armor/dmg buff released today.
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Old Apr 22, 2007, 12:17 AM // 00:17   #29
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doesn't help she thinks she's a wammo either.
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Old Apr 22, 2007, 12:19 AM // 00:19   #30
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I've yet to come across these Ulodytes in HM. I have heard people saying their healing is tough to beat when they are in numbers. When i went through Northen Wall with 3 Heros i watched from the sidelines and then ran in to take out some Gargoyles and it appeared the Gargoyles wiped out the Ulodytes.

As for the Charr in Fort Ranik - a guildie jsut dropped a Meteor Shower on them and they dropped like flys. I cant wait to see what monk bosses like Willa The Unpleasent have in store....
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Old Apr 22, 2007, 12:41 AM // 00:41   #31
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Backfire>enemy monks.
Finnaly, some mesmer love in pve.
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Old Apr 22, 2007, 01:17 AM // 01:17   #32
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I shudder to think what Willa will be like if she's before the 2nd gate in Abaddons Mouth. There's no way to skip her in that case.
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Old Apr 22, 2007, 02:42 AM // 02:42   #33
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*reads quickly through the thread*

Wow... amazing... its full of people coming up with counters that just don't work in a 4man team and actually enable you to get throug hthe rest of the mission...

Sorry but coming into a thread and just typing counters without even considering the fact the party size is 4 players is possibly the most moronic thing you can do. Any prat can read a skill list and find a method to counter something, it takes some intelligence to think of a way to do it while still been able to complete the mission.

Any party member that can, should bring Drain/Strip/"pwn"enchantments, most you'll really need is 2. It doesn't take a genius to figure out that changing targets after you remove 1 SoJ is a good idea.

I tried Burning Arrow, tbh i found it to be worthless. Well, tbh i've found it to be worthless absolutely everywhere in Hard Mode. Broadhead Arrow (maybe Concussion Shot depending on the area) is possibly the best skill you can bring. COMPLETELY taking 1 Ash Walker (or other caster) out of action will severely decrease any healing your monk has to do to counter spells, with only 1 monk, that is an incredible amount of pressure relieved.

After Vanquishing 'Talmark Wilderness' earlier... nothing is better than been able to BHA 1 Inferno Imp, and interrupt the Rodgorts Invocations from the other 2 (the cast animation is more noticable because its a much longer cast), believe me, countering or interrupting things is alot better than attempting to kill things before they kill you in Hard Mode.

Basically... BHA is much more useful in Hard Mode thanks to the annoying reduced cast time on practically every enemy. Things also aren't *that* hard to predict anymore. You can just assume that they spam things since the recharges are that low...
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Old Apr 22, 2007, 02:54 PM // 14:54   #34
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A 4 man team with a tank, monk, ss, mm works pretty well. You can substitute the SS for an SV (sv > monks). Those effect-on-hit hexes are insanely effective because of the double attack speed.
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Old Apr 22, 2007, 03:05 PM // 15:05   #35
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Stuff that makes killing grawl healers a heck of a lot easier
Ranger: Broad Head Arrow, Distracting Shot, Savage Shot

Mesmer: Backfire, Diversion, Shatter Enchantment

Warrior: Knockdown hammer, distracting blow

Ele: Gale, met shower (stuck that knocks down)
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Old Apr 22, 2007, 03:31 PM // 15:31   #36
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I had a warrior, MM and Air ele with not knockdown, I owned em no trouble... if they have Healing Hands you can still kill them, it's not Mark of Protection ya know...
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Old Apr 26, 2007, 10:35 PM // 22:35   #37
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Me as touch ranger, dunkoro as woh heal/prot hybrid thinger, zhed as sf nuker(too lazy to update after initial nightfall playtime when SF was way overpowered), and Master of Whispers as a mm.

Never had problems with the healers. It'd be the AI's other faults that leads to deaths, such as dunkoro never kiting, or zhed never kiting, or master never kiting >_>
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Old Apr 27, 2007, 12:53 AM // 00:53   #38
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two Grawl Ulodytes are way different then three Grawl Ulodytes...


i use a BA ranger(me) + a BHA(Jin)...

Hard Mode is easy.... some things...

you should try to watch your 8 man party being wiped out by 4 azure shadows...
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Old Apr 27, 2007, 01:55 AM // 01:55   #39
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I think the funnest thing I've found so far in hard mode is broad head arrow + epidemic which really lightens the load on the team if your at a caster heavy spot. It also is nice if you can fit the mesmer skill frustration into the mix somewhere with the epidemic of daze.
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Old Apr 27, 2007, 07:59 AM // 07:59   #40
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The Grawl Ulodyte in Great Northern Wall mission got killed by the Gargoyles when I did it.=s
Willa the Unpleasant isn't that hard if you just set some interrupt or effective Mesmer skills on your Hero skillbars.
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