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Old Jan 02, 2007, 10:35 PM // 22:35   #21
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Quote:
Originally Posted by unienaule
I'm lazy, so this first part isn't actually about Zinger's post.

Take Wild Blow/Throw, and as few melee chars as possible. Like, probably just one. That makes him less damaging since he can't hit as many people. Keeping weakness on him is not a bad idea, neither is crippling him with "You're all alone!"

Now, Shadowsong is a spirit, and at least when I did this, it barely took long enough to get a spirit down to capture an altar, so it's kind of pointless since it doesn't move. If you just want to beat him it's pretty good, but it's terrible for helping to do Masters, and why anyone wouldn't want masters is completely beyond me.
When I PuGed the mission with my rit, my teammates asked to go restoration, and I went with a few spirits. It helps a lot when you try to cap the altars, since when you have capped one and run to the next one, Shiro will stay back to kill the spirits. Drop 3 spirits on the way, and Shiro should only arrive when you're finishing off the group you're fighting. And if the last spirit he kills is Life, then you have a free heal to full health after the fight

I would have probably used a communing build if my teammates didn't ask me to go restoration, and yeah Shadowsong would probably have been a really nice addition. As said at the beginning of the thread, Shiro becommes really dangerous when he uses IO - before that, he's just slightly ennoying. And any protection skill will work against that: Aegis, Ward against Melee, etc, including Shadowsong.

Last edited by Sir Mad; Jan 02, 2007 at 10:39 PM // 22:39..
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Old Jan 03, 2007, 11:03 AM // 11:03   #22
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Check the other thread.

Ive completed it 3 times, twice with hero/henchies and once in PUG.
The PUG was by far the hardest. We capped all shrines then fought Shiro in the middle arena. It was very difficult for tank to hold aggro and we were all running about like madmen... we all died alteast once.

With Hero/Henchies what I did was Ignore Shire, go into middle of Arena and kill Lich, then cap all the shrines. Shiro doesnt do that much damage that a monk can out heal.
Once all shrines are capped fight shiro in the middle arena until his health is under 50%. Its easier here for the time being due to his teleporting.
Once health is under 50% fall back to the entance to the arena where it narrows. Shiro will follow but turn around once you get to the other side of the entrance. This will give you time to postion the heros.

Only one tank is needed - Koss with wild blow will do... disable all other attack skills or manually activate WB. Flag him to the front of the narrowing.
All other people a little behind him.
The only other necessary skills are
One Monk Healer
One Prot Monk with PS targetted on Koss
One necro with SS and a cover hex

Once in position you and only you run into arena a little to lure Shiro out again, then retreat behind Koss

If Shiro breaks agro or kills Koss just flag everybody back a bit and he will retreat. It will give you time to rez Koss and try again in a slightly different position
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Old Jan 03, 2007, 11:39 AM // 11:39   #23
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Quote:
Originally Posted by Zinger314
Hexes are not the best idea, since he has half-hex duration, and SV + Reckless + Price of Failue (why would you use Insidious? It contradicts Reckless!) will take all of your Energy, and you won't be able to reapply them.

Conditions besides Blind are bad, since Impossible Odds transfers conditions.

Therefore, the best skill to use on Shiro, that NO ONE is willing to accept, is:

[skill]Shadowsong[/skill]
At least hexes arent transferred to other players, the spirit is an interesting approach though. I wonder what wanderlust could do, the moment he stands still to beat up someone hes on his arse :P
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Old Jan 03, 2007, 05:17 PM // 17:17   #24
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bonets defence + glads defence allows for a 75% block rate forever with equals one dead shiro. Flagg everyone outside the entrance and just stand at the front so he only attacks you/your warrior hero. No wild blow, no hexes required. I always get a kick out of seeing all the damage numbers fly when he uses IO when i have glads on

Last edited by english storm; Jan 03, 2007 at 05:20 PM // 17:20..
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Old Jan 03, 2007, 06:39 PM // 18:39   #25
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ive done this mission a couple time with heroes--- its easy, all u need is a prot monk + wild blow on a warrior
usually shiro will stick on a warrior who is attacking him and monk can spam soa and maintain prot spirit
if shiro moves prot monk needs to prot who he goes after
warrior uses wildblow and shiro drops quickly
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Old Jan 04, 2007, 01:49 AM // 01:49   #26
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Quote:
Originally Posted by bungusmaximus
At least hexes arent transferred to other players, the spirit is an interesting approach though. I wonder what wanderlust could do, the moment he stands still to beat up someone hes on his arse :P
Shiro is unaffected by knockdowns in Nightfall. Shame too since that's how I got my warrior through him in Factions.
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Old Jan 04, 2007, 09:35 AM // 09:35   #27
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You should really add a spoiler warning to this thread. Not everyone has finished nightfall.
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Old Jan 05, 2007, 12:31 AM // 00:31   #28
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It is easy with ripost deadly ripost with glad defence or sever ripost and wild blow.I used the first one in Factions with No celestial skills and the wild blow one in NF.
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