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Old Sep 12, 2008, 01:52 PM // 13:52   #1
Frost Gate Guardian
 
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Default build for nightend:/

Hi.
Im at the end of nightfall. Right after gate of desolation. But these undeads is really hard to handle. Because they have so much interruption.
Which build do you refer i go ?
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Old Sep 12, 2008, 01:55 PM // 13:55   #2
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If interruption is your problem and you're already E/Me, why not slap a few points in Inspiration and bring [Mantra of Resolve]? Your higher energy pool will probably make it even better for you than it would be for a mesmer. Run it with dual attunement and you shouldn't have any energy problems even with them attempting to interrupt.

Or you could bring a mesmer hero or BHA ranger hero and interrupt their interrupts

Last edited by zelgadissan; Sep 12, 2008 at 01:57 PM // 13:57..
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Old Sep 12, 2008, 02:26 PM // 14:26   #3
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If you use the BHA interrupter I would recommend the use of [[judge's insight] on one of your monks to allow the ranger to deal really nice damage or any other physical hero/henchie. Usage of [[reversal of damage], [[smite hex], [[smite condition] and [[castigation signet] on smiter boon monk hero might make your life easier.

P.S.: Holy damage deals double damage versus undead.

Last edited by Improvavel; Sep 12, 2008 at 02:29 PM // 14:29..
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Old Sep 12, 2008, 02:29 PM // 14:29   #4
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ty i will try it
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Old Sep 12, 2008, 03:17 PM // 15:17   #5
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Most of the end of Nightfall sucks to be an ele. Faster casting, lower cost spells will help. Bringing my own interupter is a must almost anywhere I go.

I used dual attune air magic with [mindbender] through most the Realm of Torrent. I did it all with h/h and didn't find interupts to be too much of an issue as long as I didn't run up and aggro a mob first.

Enemy mobs will always target the first thing to aggro them first and dump all their worst attacks on that person. As an ele, stand on the edge of aggroing a group then call a target. Let your frontliners run in and aggro from there and they will get all the nasty interupts, enchant strips, etc. which with good monk setup, shouldn't be a problem to handle.
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Old Sep 12, 2008, 03:27 PM // 15:27   #6
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i recommend the junundu skills. because most of that area is on a junundu.
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Old Sep 12, 2008, 03:45 PM // 15:45   #7
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I'd say avoid them and use junundu. I explored a large part of the desolation and although i played as a warrior they mobs died just as fast as others, it's no problem being interrupt once or twice, use energy conserving skills that don't have a long activation and bring at least 2 energy management skills(Attuments are always good, but be sure to not cast them in battle).

Also learning when they most often use their interrupts can be a plus (start of battle,...).
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Old Sep 12, 2008, 09:51 PM // 21:51   #8
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been through on both ele and warrior. Just send your guys in first then start going at it
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Old Sep 13, 2008, 02:45 AM // 02:45   #9
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i agree with using the wurm skills as its only a few quests to reach the vortex then doa - btw gates of desolation isnt the end of nightfall - its the last 4/5 of nightfall - the last 1/5 is domain of anguish ( DOA ) which is maybe 6 quests max.
If your speeding thru desolation take a full team of h/h and make sure u carry spare swords - dervs hit for low in wurms and swords give max hit , i had all heros with swords and myself and the best bit is .... you get max dmg in wurms with swords regardless if you have swordmanship or not.
Also just do the primaries as theres 2 2nd quests you keep for farming lb/ss points in hm ... reqium for a brain and show of force.
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Old Sep 13, 2008, 03:23 AM // 03:23   #10
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In addition to what ^ he was saying, swords, axes, hammers, and spears all do 55 damage; all other weapons do less damage. If you're going to be a sieger, use a spear; if you're going to bite, use a warrior weapon.
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