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Old Nov 28, 2006, 02:23 AM // 02:23   #41
Forge Runner
 
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Join Date: Jul 2006
Guild: Grenth's Rejects [GR]
Profession: R/Mo
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I was taught when you are given the option to fight or sneak around, generally you wanna sneak. Because of this I found less agonizing paths around Torment that don't force me to deal with mobs with 3 Arms of Insanity. Plus the added benefit of Ranger running pretty much ensured me a quick breeze through any primary quest in the Realms of Torment.

Fighting though, as everyone said easy if you bring the right team. I use Koss as a standard tank monkie, Sosuke and Zhed as Searing Flames spammers, and the henches Devona, Sogolon, Mhenlo and Khim. Never had any problems unless the Arms of Insanity decide to use Call+Lightning ref.
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Old Nov 28, 2006, 04:27 AM // 04:27   #42
Desert Nomad
 
Join Date: Apr 2005
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The three heroes I use pretty much use Nightfall/Core skills, and I can run through the Realms of Torment without actually doing anything other than calling target (I'm a monk, but most of the times I don't bother healing XD)

I use Morgahn as a defense/energy batter (Incoming, They're on Fire, watch yourself, Never Surrender, to trigger Energizing Finale and Finale of Restoration)

Olias as a MM (Jagged Bones, The new horror (ones that look like shrimp), bone fiend, blood of the master, + whatever other skills you want).

A Searing Flames Elementalist (Searing Flames, Glowing Gaze, Fire attunement, all NF)
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Old Nov 28, 2006, 10:29 AM // 10:29   #43
Wilds Pathfinder
 
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Join Date: Dec 2005
Location: Isle of the dead
Guild: [DVDF][LDS]
Profession: P/W
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Explored there yesterday with 2 friends (yes, we've only now reached that part of the game.... 100% grandmaster though), we forgot to equip the LB skill and did all the quests we had in the area, shame we forgot Dunkoro so we had to go in again to do the primary. For an end-game area it's more or less what I expected. I like it
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Old Nov 28, 2006, 11:09 AM // 11:09   #44
Krytan Explorer
 
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Join Date: Dec 2005
Location: Belgium
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I always use the same, unless the game tells me to use another hero to complete a certain quest or so...

magrid + jin as barrage rangers with some para shouts
olias as MM
earth hench
2 healer hench
fighter hench
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Old Nov 28, 2006, 01:02 PM // 13:02   #45
Krytan Explorer
 
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Join Date: Sep 2006
Location: Thailand
Guild: Agot
Profession: N/
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From all the are of relm of torment I have explored. I think Domain of fear is the hardest. Lots of Ice Elementalist based mobs. And the ways patrol are placed kinda crazy. Cause me about 20 + deaths before I figure out how to go trough the place.

Spell Breaker then aggro the mobs is nice enough.
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Old Nov 28, 2006, 04:02 PM // 16:02   #46
Forge Runner
 
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Join Date: Nov 2006
Guild: Crazy ducks from the Forest
Profession: W/
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The endgame areas are hard. They can be cleared with henchmen, but it is hard, and often quite frustrating.

My advice:
First, get used to the idea that you'll practically have to clear whole maps. So, make sure you have the time available. A water bottle, too.

Second: make sure you are able to counter the most dangerous abilities of the enemies. Possibly, adopt a secondary mesmer and keep a leech signet handy to counter that annoying Call to torment. Wild blow is also useful to break the stances that archer types use. Troll unguent is another good target for interrupts. Never forget that Lightbringer gaze is also an interrupt. Although the long casting time makes it of limited use, the most troublesome abilities take longer to cast.

Third: remember what enemies are dangerous in what way, and proceed to eliminate greatest threats first. Words first, since they approach the function of a healer. Solitary Rains should be a priority if you rely on attack skills, since they shut down attackers with blurred vision. Fears are a priority since they raise corpses. Leave Arms and Blades for last - they are tough and don't do all that much damage.

Fourth: start clearing at an "edge" of the map. Only there can you be sure to get a whole group of hostiles without getting surprised by additional patrols wandering in. A single group, you can take on. Two, you probably can't. Be patient, too. Wait for the groups to spread out one from another.

Fifth: Minion masters are welcome. Hard to get rolling, but soon able to tank the damage output of the enemies.
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Old Nov 28, 2006, 05:03 PM // 17:03   #47
Ascalonian Squire
 
Join Date: Aug 2005
Profession: Mo/Me
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The place is hard, I'll admit... personally i was in a few parties of real people and they sucked.... badly when took my heroes and henchies and I did fine.. the NPCs at least attack the same thing when you tell them to unlike humans that think they can solo a monster.. and if you need to retreat, use the command henchmen and they will move... Ive noticed that, real people usually don't run when the odds are stacked against them.. they keep swinging and when they finally pay attention.... its too late. monks are only so effective especially in the region where energy costs are 40% more.. and i know this because I've played monk for all the campaigns.

this area is, I think is a weed out for people that need to learn how teamwork is supposed to work. because with out it you are doomed to failure..
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