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Old Jan 21, 2006, 08:12 AM // 08:12   #21
JR
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Quote:
Originally Posted by LordDeArnise
Ok, now why would you want everyone but primary monks and some rebirthers go mesmer secondary just for that very high-end place. I can understand the need for ways to combat such monster spells, but if ppl read that you need to have mesmer as a secondary profession just for Mantra of Resolve, then you're going find alot of ppl running and PL's, long after this weekend.
Not for mantra of resolve (although that does help a lot), it's to avoid getting a second bad side-effect from Fingers of Chaos. I'm not entirely sure what you mean by "running and PL's" either, but to most characters who have finished the game, changing their secondary involves a quick trip to the desert.
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Old Jan 21, 2006, 11:01 AM // 11:01   #22
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thanks for the info! after 3 runs with 8 people, i could start to see how its possible with less
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Old Jan 21, 2006, 01:27 PM // 13:27   #23
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http://static.flickr.com/31/89245934_114d8a1496_o.jpg <---- 8 man

http://www.flickr.com/photos/manicsmile/88824556/ <----- 5 man
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Old Jan 22, 2006, 11:42 AM // 11:42   #24
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yeah i did it!

w00t w00t =)

got victos blade
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Old Jan 22, 2006, 01:40 PM // 13:40   #25
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I'm guessing 4man will take quite a while though. Especially since there are no interrupts for the stationary Chaos Wurms.
And as for me, I seem to keep getting into shitty PUGs. Only completed it twice, got a Kole's Gauntlet on my first, and nothing on my second. Whee. Oh, and on the second there was some noob ranger that insisted on tanking, messing up the War's aggro. He got two greens as well. Sigh.
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Old Jan 22, 2006, 01:56 PM // 13:56   #26
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Did it twice last night...well, once successfully. Unfortunately, I didn't get any good drops. A bunch of blues and one gold. One member got two ectos and a green and another got two greens. I took my standard N/Me SS/SV UW build and she worked out great. I also did some Battery work. We also had:

2 Tanks
3 Monks
1 MM
1 Nuker

On my first run, we had all of the same above, except we had one trapper and only one tank. We didn't make it past the second level. We started out well, but sort of desolved as a team, otherwise I think we would've been okay.
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Old Jan 22, 2006, 02:34 PM // 14:34   #27
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what should i take as a tank? skills i am talking about

coz i go with a normal Warrior and spend more time blind than anything else.

I try go with Hammer for knockdown but i dont think i got all good hammer skills yet.

I went with W/E for earth damage but not working for me.

Any Advise, or should i just go with defense and forget attacking?
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Old Jan 22, 2006, 02:50 PM // 14:50   #28
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Our guild took three rangers that could trap and interrupt, three ele nukers (I came as my ele/me so used a couple interrupts, too), and two healing monks. We didn't bring any enchantment skills what so ever. From start to finish we may have had 10 total deaths and that was because the player (myself included) got out of position. Rangers up front, eles next, healers behind.

As for the question on a warrior hammer build.

Sprint, Irrestible Blow, Devastating Hammer, Frenzy, Crushing Blow, Mighty Blow, Dolyak Sig, Rez Sig. (Frenzy can be replaced with some other fighting speed increaser). I go for max damage output so stay with frenzy rather than flurry. Dolyak Sig should be kept on at all times during the battle.

Hammer should be 16 (12+dwarven helm+superior hammer rune)
Strength should be 13 (12+minor strength rune)
If you want to use something besides dolyak sig, then put the remaining points in tactics. Otherwise, you don't really need it.

Make sure you have a hammer with a good damage mod (15% over 50), and is a 10-10 sundering. This build is about knockdowns and damage output. My guild used to hate me playing hammer, but became believers when I stopped using tank skills (other than a stance, shout, or dolyak).
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Old Jan 22, 2006, 03:09 PM // 15:09   #29
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thanks Santanus_Perro once i get home i will try and check if i have all of skills. i remember just getting Earth Shaker i guess its not good to use here then, i need to go and Hunt the Devastating Hammer (Elite).

Quote:
and is a 10-10 sundering.
i dont understand this bit, what does this means?

I have a couple of hammers but dont recall the stats i only remeber one been green from SF, thorgall stone smasher.
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Old Jan 22, 2006, 03:36 PM // 15:36   #30
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I don't get this, it's easy as hell!
You just need an organised team with people that listen and most importantly A WARRIOR WITH STANCES THAT KNOWS WHAT TO DO.

This is the build i use all the time and it works a dream:

1 Stance Warrior
2 SS Necros (you may think there is no need for 2 but it works extremely well)
1 Echo Nuker
3 Healing Monks (spell breaker and healling breeze is a must)
1 MM (They cause trouble, yes but IME they produce more good points than bad)

Done the farm run with this build 4 times and i got through every time.
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Old Jan 22, 2006, 03:53 PM // 15:53   #31
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Quote:
Originally Posted by BellyFlop
what should i take as a tank? skills i am talking about

coz i go with a normal Warrior and spend more time blind than anything else.

I try go with Hammer for knockdown but i dont think i got all good hammer skills yet.

I went with W/E for earth damage but not working for me.

Any Advise, or should i just go with defense and forget attacking?
W/N with plague touch/sending/signet and lots of stances are good.

Just "Hold the line" basically.

Basically the layout of this level has LOTS of chokepoints. Two warriors can effectively block the path and funnel enemies into a killzone and let the casters and ranger attack from a safe distance.
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Old Jan 22, 2006, 04:23 PM // 16:23   #32
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Our build is pretty simple... 2 to 3 pure healers (add rebirth and vengeance)
3 elementalist (one casting wards and armor of earth) the others doing spiking or metors)

1 or 2 Necros (Minion master with Death nova for when they die, and or for the Vengeance Character that is casting wards and drawing groups)

and maybe 1 warrior tank... we have mixed this around some but basically that's it. 1 or 2 guys get vengenced and do a lot of dying, but also provide wards for the minions. Then nova bomb the agroed groups and take down with spike / meteor. Rinse repeat. occasionally you get a bad agro and have to retreat and do some rebirths, but that's OK... by the time you get to the end normally you only have -15dp much more then that. use a candy cane to get rid of it before bosses.


Key hint. DONT leave the bosses for the very last to kill. try keeping the patrol to the north alive and loop around after killing the last two worms. Kill the pop ups and patrol to the south, Then agro and pull the bosses south to kill (clear of the north patrols agro bubble). That way you always have time to claim your green drops. Then clean up the north patrol as they attack the spirits. ... kk have fun...


ingy...

PS: this is a LONG process. THESE greens are actually EARNED!!! this is how greens should have ALWAYS been. 4 levels of creatures just to get to the bosses that drop them. That is Wonderfull. However because of this. this process takes some time. Plan for this. Our groups ave around 3 1/2 hrs for a full run on the hall from tombs. With a designated 5 to 15 min break once we get to the courtyard... just pull away from the patrols and rest up for a while before starting out again. You will find your party members normally rather happy to go take a bathroom break or snack or something during this time... Then they are ready and LESS anxious when the bosses finally appear in the next level "hall of heroes". Good luck....

Last edited by =HT=Ingram; Jan 22, 2006 at 04:37 PM // 16:37..
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Old Jan 22, 2006, 06:15 PM // 18:15   #33
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For me, the best build I have found was:
1. Tank. Preferrably me being your tank because I'm awesome.
2. Monks. Our third monk dropped out right in the middle do we were stuck with a prot and a healer. Though it would probably be better with 2 healers instead of 1 prot.
1. Ward Elementalist: Without two-three tanks to block a section, the melee units will probably get through, so throwing down wards is a very good way to keep you alive and spike the melees.
1. MinionMaster: Our minionmaster also brought a well, which is VERY important (I think it's the well of suffering). It saved our hides more than once, and it made my life alot easier).
1. I forget........I think it was an SS necro, but I'm not sure.

Has anyone tried rezmers on this?
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Old Jan 22, 2006, 06:24 PM // 18:24   #34
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I dislike it, it's impossible for me to get a group as a mesmer
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Old Jan 22, 2006, 06:33 PM // 18:33   #35
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well....spellbreaker monks are a must. you have to have them for pulling.

and interrupt ranger (or a ranger w/ interrupts) is also a must to shutdown the Chaos Wurms out there.

Barrage Rangers with a necro spamming out orders is also great because of the constant DPS you can mash out. favorable winds helps out a lot, because there aren't any archer enemies out there either.

i went in with 1 tank, 1 nuker, 3 monks, 2 barrage rangers and 1 orders/battery necro. we kicked ass. i even got victo's blade and elswyth's recurve bow. XD so happy.
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Old Jan 22, 2006, 07:02 PM // 19:02   #36
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Greetings,

I thought I'd just jump in with my thoughts about this place.

First, I've taken to calling this the Realm of Chaos. There is more mesmer type stuff going on here. Maybe Lyssa has finally taken over an area of her own?

Anyway, the build that I used as a protection monk in here is:
Attributes - Divine Favor 12 (10+hat+minor), Protection Prayers 12 (11+minor), Blood Magic 10
Skills - Offering of Blood (E), Remove Hex, Aegis, Guardian, Protective Spirit, Reversal of Fortune, Mend Ailment, Rebirth

Now, as far as the team to go with -
2 healing monks - should be a safe margin, though you might be able to get away with one if they are extremely good.
1 protection monk - That aegis works well against those warrior mobs, and reversal of fortune works quite nicely as an emergency measure until some healing gets cast.
2 warriors for tanking - be it high armour levels or stances.
1 or 2 interrupters - be it mesmer or ranger. Those terrorweb dryders are packing one helluva meteor shower. Interrupting those final bosses is also quite handy
1 or 2 necro or elementalist for damage output, however, the ele in my group made good use of ward vs harm, so earth would work as well. A minion master, as pointed out earlier, would also work well here, as there are plenty of corpses to use and no competition from the monsters for them.


As for the realm itself - Don't rush this area. You will be quickly overwhelmed if you do. And coordination and communication is a must. However, I hope that most people have learned this by the time they get here. Watch your aggro circle. Pretty much all the mobs patrol here, so be careful not to pull extras. Make sure when engaging that the warriors always get aggro before the rest heading in (should be a standard rule if you've made here). Those Chaos Worms (on level 2 I believe, could be wrong) - stay by them and don't move. If you do move away, they will keep going back under the ground and popping back up again. I think the same tactic used to hunt the desert worms should work here. If you've ever competed in HoH, then you should know the maps here. They are the same, from what I've seen using observer mode (thank you ANet for that by the way). The final battle takes place in the actual HoH map.

Well, that's my bit of brain-splurging. Take it or leave it as you need, and enjoy your hunting time.

Merry meet, merry met, merry meet again
Wyldchild777
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Old Jan 22, 2006, 08:07 PM // 20:07   #37
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I finished my first run last night, here's our team:

-3 monks, all healing. Two monks alternating Heal Party is a must, and Purge Signet is great for keeping the tank healthy (although there should some single hex/condition removal skills as well)
-1 warrior/mesmer, my guildmate's great tank build. I haven't asked him the full build yet, but I know it involves I Will Survive, Dolyak Signet, and Mantra of Flame (to protect against spiders and to give equipment stance bonus).
-1 fire elementalist
-2 domination mesmers, one with Spiteful Spirit (on second thought, we should have worked to keep them from overlapping skills a little more).
-A Barrage/interrupt ranger that dropped out on level 3.

The monk single-remove condition spells are great for keeping the warrior healthy, but don't forget to have hex removing ability as well, or you'll regret it when you face the mesmer bosses.

Will be trying it again tonight with a Choking Gas/Practiced Stance ranger.
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Old Jan 22, 2006, 09:09 PM // 21:09   #38
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Can someone confirm if the warrior is a w/n or a w/r, he/she won't get enchantments shattered like a w/mo?
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Old Jan 22, 2006, 09:19 PM // 21:19   #39
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W/R and W/N don't get their enchantments shattered, but it might be best not to be either of those. W/R can't evade or block attack, so stances are useless, and W/N will cause the monsters with Finger of Chaos to lose a hex everytime they hit the W/N. W/E or W/Me is the best choice really...
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Old Jan 22, 2006, 11:24 PM // 23:24   #40
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Our group did it yesterday. We started with 8, and lost a warriror on the second stage when he died once and got impatient.
it
Our team consisted of a stance/adrenaline sword warriror
3 monks
2 nukers and a blood necro.

The necro had to leave in 3rd map to go to work.

I find E/Me works really well to put in mantra of resolve. Since it is a stance it doesn't get interrupted, lasts longer than its duration with only a few points in it. For an ele primary the energy hit from the resolve doesn't hurt as much because energy storage.

That's just the way we did it. Took us about 4 -5 hours to clear.

I am finding the hard part isn't so much finding people who know how to play their class, but because it is so new, it is difficult to figure out the most effecient way to clear the map, knowing where to trap, what to pull etc.

The enemies are very tough to pull and harder to keep them body blocked to keep the eles and monks safe.

That all will come with practice of course, but in the meantime, there are people that go down who act like they know it all and start bossing people around and telling them how to use their builds.

It is very frustrating and just makes the whole practice take longer.
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