Nov 05, 2007, 06:47 PM // 18:47 | #1 |
Wilds Pathfinder
Join Date: Jul 2006
Location: Deep in Maguuma, by the Falls
Guild: Liberators of Agony
Profession: Mo/R
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Tombs Hard mode
This is an unusually ignorant question for me, but I checked the wiki and couldn't find anything. I'm semi-retired, and haven't actively played actively since hard mode came out. I've had the opportunity teh last few days to get back in, so I popped over to tombs for a minute to take a peek.
There I found somebody looking for Bp's for an HM group and so I asked if there was any real difference between doing HM or NM in the tombs. So here's the question: Is there any real difference? Are the gold chests better, is positioning different for certain areas due to the more powerful monsters? Are there certain skills which were useable in NM but not so viable in HM(i.e. I prefer using dust trap to throw dirt)? Thank you in advance Sli Ander Emissary of His Majesty King Thorn. |
Nov 05, 2007, 06:55 PM // 18:55 | #2 |
Forge Runner
Join Date: Jan 2006
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Ectos drop more frequently. I believe we've had 5 total. Some patrols might be a bit different, just because things moves faster. There might be double greens dropping at the end, but I can't guarantee it.
I managed to PUG it with cookie cutter BP build with no real problems. Just make sure to bring throw dirt - seems that BP teams these days don't use it anymore, which means any agro spill is a wipe. |
Nov 05, 2007, 06:59 PM // 18:59 | #3 |
Forge Runner
Join Date: Jun 2006
Guild: Hard Mode Legion [HML]
Profession: N/
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HM ToPK has a slightly better gold item drop rate as NM.
The default B/P build is used in PUGS most of the time, splinter barrage used to be quite common (might be replaced with some PvE only skill by now). Positioning is still the same. That's about all I know, don't HM ToPK that much anymore. |
Nov 05, 2007, 07:09 PM // 19:09 | #4 |
Wilds Pathfinder
Join Date: Jul 2006
Location: Deep in Maguuma, by the Falls
Guild: Liberators of Agony
Profession: Mo/R
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Thanks guys.
I think I'll stick it out with dirt trap though, unless a group proves itself unable to hold aggro properly. I like to prep them in the doorways/choke points so that everything on the front line is blinded as it approaches (even if it is less than useful if a break occurs) But that's just my two cents |
Nov 05, 2007, 07:17 PM // 19:17 | #5 | |
Hell's Protector
Join Date: Aug 2005
Location: Canada
Guild: Brothers Disgruntled
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Quote:
Generally speaking the monsters are more powerful than in Normal Mode, but there's not usually any more of them. Much of the time, the bosses are the same level as they were. Because it's harder than NM, a build or skill that works just fine in normal mode can sometimes be a disaster in Hard Mode. Hard Mode generally requires you to fine tune your build and the party build, often varying from one area to the next. For example, my current Mesmer build, with my usual group of heroes and henchies, worked well enough to vanquish Magus Stones, but needs a bit (or a lot) of work to do Riven Earth. Also, a player's tactics may need to change in Hard Mode. One needs to be more concerned about agroing too many monsters, etc. Last edited by Quaker; Nov 05, 2007 at 07:19 PM // 19:19.. |
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Nov 05, 2007, 08:02 PM // 20:02 | #6 |
Wilds Pathfinder
Join Date: Jul 2006
Location: Deep in Maguuma, by the Falls
Guild: Liberators of Agony
Profession: Mo/R
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Ty Quaker
I went on an HM run in Tombs and it worked out pretty much as you guys said. The monsters and stuff are pretty much the same, but there's definitely less of a margin of error. If it had been NM, the group could have gotten away with their position of the minions and whatnot, but since they were just a little off in HM, we ended up wiping(minus one person without a res) Sli Ander Emissary of His Majesty King Thorn. |
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