Apr 23, 2007, 05:32 PM // 17:32
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#81
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Desert Nomad
Join Date: Dec 2005
Location: The Edge
Guild: Tormented Weapons [emo]
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Quote:
Originally Posted by LoKi Foxfire
As for tough spots, I really had trouble on Sanctum Cay and the White Mantle Savant's Searing Heat because on the "new" and "improved" henchmen AoE "flee" AI... they don't flee - they run around in circles while being burned alive!
More realistic? ..... Yes.
More fun? ... No.
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OMG! This literally made me laugh till I cried. Made my day. Thank you Loki.
Awesome tips guys. This is why I love this board. For the most part, the members are nice, helpful people. I was going to contribute my two cents, but it's been covered and then some. Thanks to all the contributors here!
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Apr 23, 2007, 07:01 PM // 19:01
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#82
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Frost Gate Guardian
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Two words: Deep Wound. A PvP staple. These enemies have 600-1000 health so have a character pack at least 1 skill to dish out Deep Wound.
http://gw.gamewikis.org/wiki/Deep_wound This wiki page has a nice list to help you get an idea where to integrate it.
Edit: Up to 100 health removed for a Deep Wound.
Last edited by perfect; Apr 23, 2007 at 09:02 PM // 21:02..
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Apr 23, 2007, 07:11 PM // 19:11
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#83
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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I've gone from fire ele... to a hybrid air spike / lesser Earth ward ele.
Air spikes to hit the softies in the back row... earth ward to protect the group to survive the onslaught a bit longer.
Meteor Showers is less effect, they know to run from that.. and with SF.. found it at most gets 2-3 enemies.... unless you have a ton on of them on someone.. which may be too late anyway.
A Meser is a great addition to any HM party now.
The Char Messmer in Ascalon do a great job of spamming back fire / chaos storm on back row monks/ele.
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Apr 23, 2007, 07:41 PM // 19:41
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#84
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Pyromaniac
Join Date: Aug 2005
Profession: Mo/W
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Quote:
Originally Posted by perfect
Two words: Deep Wound. A PvP staple. These enemies have 600-1000 health so have a character pack at least 1 skill to dish out Deep Wound does 200-300+ dmg instantly.
http://gw.gamewikis.org/wiki/Deep_wound This wiki page has a nice list to help you get an idea where to integrate it.
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deep wound damage is capped at 100, unless changed recently.
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Apr 23, 2007, 08:12 PM // 20:12
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#85
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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Quote:
Originally Posted by YunSooJin
deep wound damage is capped at 100, unless changed recently.
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That's correct. Quoting from wiki.guildwars:
"Deep Wound will never reduce your health by more than 100 points, even if your original health was more than 500."
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Apr 23, 2007, 08:55 PM // 20:55
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#86
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Lion's Arch Merchant
Join Date: Nov 2006
Location: Azeroth (shhh)
Guild: Ryders of the Sword [FrNd]
Profession: E/
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I found eles to be indisposable, and having strong tanks and melee is always good. Mesmers should be really good too, try empathy or backfire on the melees and casters respectively. Haven't done a lot of mixing around yet, and I need to unlock more skiills, but I'll post a more detailed tip post when I do.
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Apr 23, 2007, 09:19 PM // 21:19
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#87
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Desert Nomad
Join Date: Sep 2006
Guild: Crimson Claw
Profession: W/
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I have cleared several areas already with just heroes/hench....
I make sure to ...
1. have half the team as monks...
2. make sure to specialize my heroes for the area..(this takes a few 'dry' runs)
3. take it slow and easy...
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Apr 23, 2007, 10:34 PM // 22:34
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#88
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Forge Runner
Join Date: Apr 2005
Profession: Mo/Me
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I'm also having big problems with Jokanur Diggings in HM.
I'm a derv and I have to take Melonni who is also a derv.
Someone please tell me how I'm supposed to make a good 4 man party for hard mode in Jokanur Diggings with 2 dervs and one is a hero with wonky ability to use skills properly? Telling me exactly what skills to take on me, Melonni, and any other two heroes would be much appreciated.
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Apr 23, 2007, 10:39 PM // 22:39
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#89
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Wilds Pathfinder
Join Date: Jan 2007
Location: the Netherlands
Profession: W/Mo
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Quote:
Originally Posted by perfect
Two words: Deep Wound. A PvP staple. These enemies have 600-1000 health so have a character pack at least 1 skill to dish out Deep Wound.
http://gw.gamewikis.org/wiki/Deep_wound This wiki page has a nice list to help you get an idea where to integrate it.
Edit: Up to 100 health removed for a Deep Wound.
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Mind you...in the hard mode area's I've played in it seems all the mobs dish out conditions by the buckets anyway...there's hardly a fight where you don't get hit with deep wound yourself...
I guess the PvE builds are gonna look more and more alike now too...I'm already bored with it. My warrior now brings along a condition removal skill standard.
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Apr 23, 2007, 11:14 PM // 23:14
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#90
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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I dont really have much advice, but a teambuild that worked well for me: Healers boon, Bonder, SS Curse nec, Dom mez, 2x SF ele, 1 or 2 decent warriors.
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Apr 23, 2007, 11:36 PM // 23:36
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#91
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Furnace Stoker
Join Date: Jun 2005
Location: California
Guild: 15 over 50 [Rare]
Profession: W/Mo
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congrat on the title.
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Apr 23, 2007, 11:49 PM // 23:49
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#92
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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I usually bring along Smite Hex in my utility slot...
Condition pressure can be handled with Mend Condition (damnit, i completely forgot about Extinguish, knew my Olias was missing somet). Hex pressure on the other hand... Divert Hexes seems to be completely useless against it. And since i tend to run Prot instead of Heal on my hero monk for 6 man teams... i miss out on Dwaynas Kiss.
I've had to spend a fortune kiting out my heros that i intend to use for Hard Mode. Given them all Major Vigours, a full set of Survivor Insignia and the odd Vitae rune to fill in slots. I really could use a decent set of weapons though.
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Apr 24, 2007, 12:13 AM // 00:13
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#93
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Krytan Explorer
Join Date: Aug 2005
Location: Portugal
Profession: R/
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Well haven't done that many missions/areas, but from the one's i've done the things that are usually working ok are:
1. Quick run when u are in a new area with new enemies, just to check the skills,etc.
2. Adapt the build of your heroes, ask your party members if they can play a specific build for that area.
3. Whenever possible DO NOT bring hero monks... the image of dunkoro getting spiked time and time again, while remaining in the same place still haunts me...
4. Have Fun
btw congrats on the title Deluxe
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Apr 24, 2007, 01:11 AM // 01:11
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#94
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Pre-Searing Cadet
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Quote:
Originally Posted by clawofcrimson
I have cleared several areas already with just heroes/hench....
I make sure to ...
1. have half the team as monks...
2. make sure to specialize my heroes for the area..(this takes a few 'dry' runs)
3. take it slow and easy...
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Taking a party half full of monks is generally not a good idea, especially so in hardmode. It may seem like an obvious thing "boy I'm taking a lot of dmg, I'll bring more monks!" but having half your party be monks will cripple your damage output and after all the best defense is a good offense.
The key to good healing coverage is...
1) make sure you have a balance of prot and heal. Prot is really important to have in hard mode. You shouldn't ever really need more than 2 monks as long as you have secondary healing/mitigation spread around on a couple other chars as well, which leads me to...
2) Make sure to fit secondary healing or damage mitigation on your support characters. MM's are great secondary healers. I like putting light of deliverance on my MM instead of Flesh Golem for instance. Ele's are also a great way to bring some dmg mitigation with wards or secondary healing/mitigation like heal party or aegis. Ritualists are great half healers with weapon spells and recoup. Paragons are built for this kind of situation too.
Another good tip is don't put the exact same bar on both your monk heroes. Not only are you sacrificing healing or prot to double up but you are also putting the AI in an awkward position. They all use the same AI for skills, so having the same bar on more than one char means they'll be thinking about those individual skills at the same time and attempting to use them at the same time possibly even on the same targets. That's the kind of little thing that can cost you a mission.
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Apr 24, 2007, 02:39 AM // 02:39
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#95
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Pre-Searing Cadet
Join Date: Jun 2006
Location: Battle Creek, MI
Guild: Exile Champions of Heroic Order [ECHO]
Profession: N/
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Bring a couple running skills in great northern wall, it will make your life alot easier in the end.
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Apr 24, 2007, 03:14 AM // 03:14
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#96
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Raged Out
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OK guys need some input here. I modded a sword with +25% vs charr now need help on what i should use for the other mod that will inflict the most pain, any ideas?
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Apr 24, 2007, 03:21 AM // 03:21
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#97
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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Quote:
Originally Posted by MMSDome
OK guys need some input here. I modded a sword with +25% vs charr now need help on what i should use for the other mod that will inflict the most pain, any ideas?
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You really need us to tell you that? Some people just cant think for themselves..
vampiric sword of charrslaying 15^50/whatever, on average that will be the kind of sword that will deliver you the most damage over time. ofcourse there are monsters who have resistance vs physical or elemental damage.
And you could not think of that?
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Apr 24, 2007, 03:38 AM // 03:38
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#98
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Raged Out
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Quote:
Originally Posted by deluxe
You really need us to tell you that? Some people just cant think for themselves..
vampiric sword of charrslaying 15^50/whatever, on average that will be the kind of sword that will deliver you the most damage over time. ofcourse there are monsters who have resistance vs physical or elemental damage.
And you could not think of that?
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sorry to disturb you... I was just making sure cause I wanted the most damage wasnt sure if i should use sundering, vamp, or ele mod. Chill out.
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Apr 24, 2007, 06:08 AM // 06:08
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#99
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Natis Ignigena
Profession: Me/
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Elemental mods can outshine Vampiric mods. Where Vampiric is a set amount of extra damage, elemental mods have the potential to ignore 20 armour which can result in another +20-25% damage increase.
However, this is dependent on knowing what armour types mobs are using, and as that's impossible to know, you have to do some experimentation.
Sundering is generally a no-no.
Obviously, against ice golems, you can't beat fiery mods. Also remember that fiery mods synergise well with some fire ele skills, particularly [skill=text]Mark of Rodgort[/skill]. And that in turn synergises with [skill=text]"They're on fire!"[/skill].
Edit: Also, 15^50 is not necessarily the best damage modifier. Consider +15% while in a stance; after all, as a warrior you should always be in an IAS stance. And the other to consider is +15% / -5e, especially if you are running mostly adrenal skills. 15 energy is more than enough to fuel two 5e skills
Last edited by Nexus Icon; Apr 24, 2007 at 06:14 AM // 06:14..
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Apr 24, 2007, 06:25 AM // 06:25
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#100
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Desert Nomad
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Quote:
Originally Posted by deluxe
I dont really have much advice, but a teambuild that worked well for me: Healers boon, Bonder, SS Curse nec, Dom mez, 2x SF ele, 1 or 2 decent warriors.
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It makes me sad to see that someone has gotten a Guardian title already and I havent managed to clear one area or even to max out ss title.
P.S. Gratz on that btw.
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