Jan 20, 2006, 07:23 AM // 07:23
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#21
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Site Contributor
Join Date: Sep 2005
Location: 38°16′ N 140°52′ E
Profession: Mo/Me
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Quote:
Originally Posted by Warskull
For Elementalist: You must play an E/Me down there. There is a very large amount of interrupts and the only way you have a realistic chance of getting off a spell is running an anti-interrupt stance. The E/Me will be bounds above every other possible ele combo (unless you plan to stay in back and just spam heal party as an e/mo.)
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I'm having a bit of success with my E/Mo with Glyph of Concentration. Worked pretty well with a six-person party (two people dropped after level two).
I love this new content. :D
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Jan 20, 2006, 07:24 AM // 07:24
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#22
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Wilds Pathfinder
Join Date: Sep 2005
Guild: Tyrian Explorers League
Profession: R/P
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I doubt 5-man groups will be very popular... that place is damn HARD, even with a full group.
My advice:- Learn to pull well. Pretty much all the groups patrol, and if a second group walks into yours, you're dead. Also, baddies rise from the ground, making even a deceptively easy group of 4 a team-killing mob.
- EVERYONE that's a monk primary/secondary should bring Rebirth. When things go wrong (and they often do), there's no telling who'll make it out alive. I'd recommend some people go /Mo instead of /Me for this reason.
- If you do have lots of /Mo's, then enchantments aren't likely to be useful. I'd recommend 2 healer monks and 1 protection monk, and even the protector will have a hard time.
- Monks should pack condition and hex removal, since there's lots of both. You can't keep the warriors condition-free all the time, but you can keep them un-blinded long enough to land a hit, and un-crippled when it's time to flee.
- AoE spells, like Heal Area and the Ward line, are great if you've got a cluster of casters in the back. Keep in mind though that you'll be up against Meteor Showers, so you're dead if you stick together too much. If you see someone casting Shower, call it so the monks can scatter.
- Interruption is LOVELY. 2 people (ranger and mesmer) on interruption is highly recommended.
- If all else fails, console yourself that the prices on the new greens should drop in a week or two
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Jan 20, 2006, 07:29 AM // 07:29
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#23
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Academy Page
Join Date: Dec 2005
Location: UK
Profession: W/Mo
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I've been thinking, would a necro with Balance of Grenth be useful?
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Jan 20, 2006, 07:58 AM // 07:58
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#24
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Scutilla
I doubt 5-man groups will be very popular... that place is damn HARD, even with a full group.
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Your kidding me right?
........And the Necro had four skills.
Good game Anet.
(PvP players, btw. kekekeke)
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Jan 20, 2006, 08:07 AM // 08:07
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#25
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Lion's Arch Merchant
Join Date: Jul 2005
Location: Italy
Guild: Dark Evil Angels [DEA]
Profession: W/
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2 boon prot?
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Jan 20, 2006, 08:29 AM // 08:29
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#26
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Wilds Pathfinder
Join Date: Jul 2005
Location: Denmark
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Did this last night with a friends group and got to the 4th map before we all had to stop because of how late it was! We didn't stop because we got beat, but most of us had to go to work the next day, and we weren't certain how many more levels we had to go to get to the reward.
Our group: we had 1 human necro, 2 human mesmers, 1 human elementalist, 2 human rangers and 2 henchy monks. We had NO warriors.
One mesmer was equipped as an energy drainer including Mind Wrack, and this was very useful because of all the fast casting mesmer enemies. They cast too fast for spell interrupting, so the best way to stop them is to drain their energy. And Mind Wrack at a high domination level does a lot of damage.
One mesmer was equipped as a warrior stopper, with ineptitude, clumsiness and empathy along with chaos storm and some spell interruptors. Ineptitude and clumsiness were very usefull against those melee creatures that kept pushing forwards and attacking. And was usefull against all spell casters as they also attack in between spells.
The elementalist was equipped for a bit of tanking, and, well, she died quite a bit also.
The necro was MOST helpful as a BIP necro! Supplying energy to all of us.
The henchy Monks were EXCELLENT! I cannot emphasize this enough! We started the tour with two human monks, same friends group but other characters, and we failed! The two henchy monks do the job well! And why are they so good? The cast hex removal VERY OFTEN, and that is something that human monks don't often even take with them!
We had great success here because we played very patiently and carefully, pulling back even during a battle, as otherwise other mobs will become involved.
If we realized how close to the goal we were, I don't think we would have stopped. I look forward to our next tour.
Edit: I realized I had the team composition incorrect so I have now edited the above. I originally wrote that we had 2 warriors and forgot one of the rangers and the one necro. We did have some Warriors in the group for our first attempt but that is where we had human monks and we failed miserably. For our successful second try, we had no warriors in the group at all! And we didn't need them. This place is filled with spell casters, and filled with melee creatures that run around a lot shifting their targets, and so for us we did well without warriors.
Last edited by coolsti; Jan 20, 2006 at 09:11 AM // 09:11..
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Jan 20, 2006, 08:34 AM // 08:34
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#27
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Krytan Explorer
Join Date: Aug 2005
Location: Scotland
Profession: W/Mo
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I did this with a group last night also and spent an hour or so going through.
Do we have any screenshots of the bosses or the items they drop yet?
cant wait to see!
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Jan 20, 2006, 09:41 AM // 09:41
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#28
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Frost Gate Guardian
Join Date: Sep 2005
Profession: Mo/W
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Quote:
Originally Posted by Battle Torn
Do we have any screenshots of the bosses or the items they drop yet?
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guildwiki.org
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Jan 20, 2006, 09:51 AM // 09:51
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#29
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Academy Page
Join Date: May 2005
Guild: Guardians of the Stars - SoF alliance
Profession: Mo/
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We did this last night with a full guild group (one full healing monk, one full-active prot monk, three warriors, three elementalists (one warder, two fire). Pulling was essential, what blunders we had came mostly from bad pulls, or bad positioning (melee monsters got at the back). Otherwise it was fun and we do it again i think.
For another matter the drops were a bit random at the end i think we got two double green drops, three people got one green, and three got none. I would have prefered here a more balanced distribution, but afterall the devs must have got their reasons . Otherwise it is a great update, cheers!
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Jan 20, 2006, 11:25 AM // 11:25
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#30
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Frost Gate Guardian
Join Date: Nov 2005
Guild: C/O of Savages of Undying Legend
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Bad pic, only SS i got, was busy trying to heal. The purple guys are 3 lvl 30 mesmer bosses with 2 terrorwebs and some other insanley overpowered pve enemy.
Finished it with 6 guild mates and a rank 10 Pick up.
Lots of greens dropped, the bow, the hammer, the staffs, the axe, the sword,
The knife is a guildies (or was)
I got the sword and the bloodstaff, customized the blade, and sold the staff for 100k....
very tough, take a Blood necro (wop owned) and lots of candy canes.
THIS WILL NOT BE SOLOED, EVER.
Last edited by Order Of Thy Sword; Jan 20, 2006 at 11:27 AM // 11:27..
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Jan 20, 2006, 01:41 PM // 13:41
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#31
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Desert Nomad
Join Date: Jan 2006
Location: Lost in the sands of time...
Guild: Blood Of Orr [BoO]
Profession: R/Rt
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Very nice guide, good job.
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Jan 20, 2006, 02:02 PM // 14:02
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#32
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Krytan Explorer
Join Date: Aug 2005
Location: Scotland
Profession: W/Mo
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Now i wish i stocked up in candy canes instead of spending all my time farming
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Jan 20, 2006, 02:15 PM // 14:15
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#33
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Wilds Pathfinder
Join Date: Aug 2005
Location: Netherlands.
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Damage to Ogres, interesting....
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Jan 20, 2006, 02:36 PM // 14:36
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#34
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Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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good stuff i henchied the first map ^^ till that bunch at the end
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Jan 20, 2006, 02:51 PM // 14:51
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#35
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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Hahahaha... Well, this is proof that ANet listens to their customers: a special farming area!
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Jan 20, 2006, 03:13 PM // 15:13
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#36
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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I tried to do this last night with henchmen (just for kicks, after the massive download) and I have to say that I got destroyed time and time again. I had no idea that the fingers of chaos were the culprits for annihilating the party. Time to switch secondaries...
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Jan 20, 2006, 03:29 PM // 15:29
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#37
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Ascalonian Squire
Join Date: Jan 2006
Profession: R/Mo
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Quote:
Originally Posted by Studio Ghibli
What are those little icons in the screenshot?
The little head and the chest and stuff?
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Those are the small icons you got in the "Menu" on the bottom of the screen.
You can drag and drop them, but I find it easier to just press "I" for items etc.
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Jan 20, 2006, 06:00 PM // 18:00
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#38
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Academy Page
Join Date: Jul 2005
Location: Washington St.
Guild: Final Fear (FeaR)
Profession: R/E
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Quote:
Originally Posted by Jetdoc
I tried to do this last night with henchmen (just for kicks, after the massive download) and I have to say that I got destroyed time and time again. I had no idea that the fingers of chaos were the culprits for annihilating the party. Time to switch secondaries...
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I did the same exact thing just to see what it was like because I did not have the time to find a decent PUG. We got to the 2nd map (not sure how far in, we made it to the Wurms though). I have to say that the Kaishen henchies seem to be a lot better than the older guys (Lina, Alesia, Orion...etc) but they still have some work to do. The warriors, for example, will still stand right in the middle of a meteor shower until they get killed. This area is indeed tough but if you take it slow, pull wisely and DO NOT AGGRO, you should be fine.
Here's my question. What is with the chained souls? are you supposed to kill them or what? what is their function?
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Jan 20, 2006, 06:05 PM // 18:05
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#39
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Krytan Explorer
Join Date: Jul 2005
Location: Syracuse, NY, USA
Guild: The Amazon Basin (AB)
Profession: W/
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The chained souls are kind of funny in a sick way. They pop up, then die horribly.. poor schmoos.
I have seen them casting rend enchantments, but I'm not sure if it really matters in that enchant-hostile area anyway.
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Jan 20, 2006, 06:15 PM // 18:15
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#40
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: Seekers of Justice ~ SoJ
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Quote:
Originally Posted by Battle Torn
Now i wish i stocked up in candy canes instead of spending all my time farming
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CCs are very useful right now, but I did it with a 6 man team with friends, and we only used 5 candy canes total. I'm sure that the next round we won't need more than 2 at most. The attack style/pattern of the mobs remains relatively consistent throughout. I'd say the tricky part is that when you hit the third and fourth maps, it's so open that the dryders can easily hit the monks/casters with fireball. One or two shots of that can easily wipe out a caster.
I saw the post above about not bringing a warrior, but I thought the tank was very helpful. If you have a good tank, they'll know how to bottleneck the mobs in and/or pinch em in on the corners. Throw some ss and well managed nukes, and it's really pretty simple. A BiP/BR necro is a must in my opinion, and I liked having a good ele in place of an MM (yes, I experienced both).
Small agro pulls is critical. Hex removal is a must; I brought Convert Hex which worked great (removed the hexes and gave an ac boost if there was a necro hex). Love the zone. Kiddies and true noobs who don't know how to farm/play without the "holding item trick" are going to really struggle here.
The Acolyte
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