Jan 25, 2006, 04:53 AM // 04:53
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#1
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Frost Gate Guardian
Join Date: Dec 2005
Location: California
Profession: W/
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Sorry mods if wrong board. ^^
Tips:
This area introduces high level mobs with a powerful skill, Fingers of Chaos (hereby known as FoC). This skill changes depending on the mob's target's profession and secondary profession. It works as follows.
Monks - Removes an enchantment from target.
Warriors - Gives target a condition, either Blind or Cripple.
Ranger - Attacks cannot be blocked or evaded.
Elementalists - Attacks interupt the target.
Necromancers - Hexes are removed from the attacking mob.
This certainly presents a dilemma. In case you didn't notice, however, Mesmers are left out of FoC. What does this mean? The best possible second profession to go is a Mesmer! However, Monk can work too, because of the skill, Rebirth. Mesmers should probably go Monk or Ranger for a second profession.
Also, when making your build, it would be important to consider the effects of FoC. For example, elementalists should keep low on long spells, as a team, you shouldn't take too many hexes, etc.
Important skills to take:
Warrior - Wild Blow is a must have because it ends stances... IE FoC.
Monk - Rebirth is a must have!!! Also, it is probably a good idea to keep a lot of spike heals and not many enchantment heals such as Healing Breeze.
Necromancer: At least one Necromancer in your party should take Blood Ritual. This is a must have to keep your Monks going.
Also, it is a very good idea to have a designated "puller" with a longbow or bow of equal range. This will help you avoid agroing large mobs.
Watch out for mobs that pop up and try to clear out a area before entering it so that you don't pick up pop up mobs.
Try to not take Bone Minions and Pets - they may accidently agro extra mobs which can lead to a quick death.
If you are planning on using a team build, the barrage ranger one with the pets running in and getting killed for minions, pets AND minions are good.
Thank You -
Rafe
Last edited by Rafe; Feb 11, 2006 at 07:44 PM // 19:44..
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Jan 31, 2006, 07:40 PM // 19:40
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#2
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Krytan Explorer
Join Date: Jan 2006
Location: Wisconsin
Guild: dth
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Good call on the bone minions, I don't much like doing tombs with MM's, a 4 or 5 man team can do this if they are stacked
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Feb 10, 2006, 02:22 AM // 02:22
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#3
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Frost Gate Guardian
Join Date: Dec 2005
Location: California
Profession: W/
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Quote:
Originally Posted by Amsterdam
Good call on the bone minions, I don't much like doing tombs with MM's, a 4 or 5 man team can do this if they are stacked
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Thanks
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Feb 10, 2006, 02:59 AM // 02:59
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#4
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Academy Page
Join Date: Aug 2005
Location: AZ
Guild: SCC
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Barrage Rangers + MM FTW
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Feb 10, 2006, 07:14 PM // 19:14
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#5
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Krytan Explorer
Join Date: Nov 2005
Profession: Mo/W
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5 Barrage WITH pets, 1 MM, 1 order necro, 1 monk FTW. This should get you through the tombs in an hour and a half or less. it works very very well.
just my $0.02
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Feb 10, 2006, 08:33 PM // 20:33
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#6
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Lol. Pets and minions are a great way to go in. Advising against them is like suggesting people should leave a few skillslots empty so they have fewer keys to worry about.
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Feb 10, 2006, 09:29 PM // 21:29
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#7
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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Well unless you are going with the Barrage/MM build Ephineprine, I actually agree that minions (and pets to a much lesser extent) is not a good idea.
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Feb 11, 2006, 12:41 AM // 00:41
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#8
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Colorado
Profession: N/Mo
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my guild has been doing this with the same set up for a while and have it down to 1 hour 15 min.
1 war/mes phys resist and ele resist dolyak watch yourself basically our aggro control ( with the high amount of def from the stances its actually easy to keep this war alive)
2 monks preferably one with spellbreaker one Woh.. ( this keeps the tank from taking a load of spells when he aggros and leaves a monk with a great oh crap heal)
1 Orders BR nec.
four barrage rangers 16 marks with 2 intterupting shots fav winds winnowing and a couple dust traps in case the war looses aggro on some of the melee mosnters.
generally we DONT attack the same target since we are using barrage and having everyone tab through targets puts us all on different casters allowing more interrupting overall than concentrating on one..
when we get hit with emapthy rangers use troll ungent and keep firing through... all the rangers and necro have monk secondary allowing rebirth on many people.. some of us bring storm chaser "just in case" we need to run from the fight and come back to rebirth everyone.
initially we where going through candy canes pretty heavy... mostly because we where using trapper teams which was somewhat effective but still a pain in the butt..
sometimes we will drop the war and have one ranger pull and stand on a series of dust traps making sure any melee stays blinded while we pummel... usually we will stick with four rangers and sub the war out for a SS nec
we dont use any pets and really are not fond of MM..
both are too unpredictable and tend to draw aggro to us on more than one occasion..plus the usefulness of a pet ends quickly when it dies and resets your skillbar.. which often happens when the monks are dead and your beggin for troll ungent..
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