Jan 04, 2008, 02:49 PM // 14:49
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#21
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Krytan Explorer
Join Date: Nov 2007
Profession: W/Mo
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These Hero builds made a huge difference. Thanks to everyone for posting them.
I got through the entire dungeon (Shards) and up to the last boss with +2 to +6 morale boosts with my ranger (which is pretty good for me! ). I used three smiting monk Heroes with variations on the skill bars posted here -- two had RoJ and one had SoJ. Each time I faced a group I'd activate Smiter's Boon on them all and then set the Elite skill to fire first.
Then, I'd target one Hero on the Chained Cleric and everybody else on the Priest (I'm not sure which should be the priority, actually), call the target, and attack. All-caster groups just melted away. Groups with Brutes were also much, much easier. I'd focus on the casters even in "Brute groups" and then look around and the brutes would be just ... gone.
The pure melee groups (Enchanted Swords, etc.) were the hardest groups, but I did OK against those, too.
However, I got totally owned by Fendi (the final boss) and his -- aptly named -- Damned Crewmen. I tried to lure him into the flame jets but it just didn't work. And, every time, once the Crewmen spawned, my team would just evaporate.
Is a three-smiter Hero group too ... squishy ... for the final boss? Would two smiters plus, say, a Prot Hero or Warding elementalist or a spirit-spamming Ritualist be more effective? Anyone have any any suggestions? Maybe I just used the wrong strategy, I dunno. It was awfully discouraging, though. That dungeon is so freaking long. I finally had to abandon Shards because it was really late. I have been able to beat the last boss even at -60 dp by making multiple suicide runs from the rez shrine, but that's just really tedious and not fun.
There has to be a better way that I'm just not seeing...
Last edited by tmr819; Jan 04, 2008 at 02:52 PM // 14:52..
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Jan 23, 2008, 04:28 AM // 04:28
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#22
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Ascalonian Squire
Join Date: Oct 2005
Guild: Rangers of Ascalon Return [ROAR]
Profession: N/D
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I found that the Damned Crewmen will spawn where the Fendi Nin died the previous time. So, the first time, you'll get problems. But, on all successive times, if you can pull Fendi Nin away about half an aggro circle from where he died the last time, you can attack the Soul to your hearts content and the Damned Crewmen won't bother you.
Doing that, my ranger (playing a splinter barrage build) and the 3 smiter team, went through the dungeon in under 2 hours. Only 2 party wipes and everyone had +10% morale boost at the end. Couldn't have asked for anything better.
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Jan 30, 2008, 04:01 AM // 04:01
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#23
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Krytan Explorer
Join Date: Apr 2007
Profession: A/
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hey can anyone give a hybrid smiter/healing or smiter/prot for my heroes in shards of orr?
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Feb 03, 2008, 08:45 AM // 08:45
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#24
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Forge Runner
Join Date: Jul 2006
Profession: R/
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Reversal of Damage, Smite Condition, Smite Hex, Smiter's Boon, Blessed Light, Zealot's Fire, Castigation Signet, Signet of Devotion
Reversal of Fortune, Reversal of Damage, Smite Condition, Smite Hex, Protective Spirit, Restore Condition, Zealot's Fire, Castigation Signet
But they wouldn't do as much as the usual healers/protectors/hybrids.
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Feb 05, 2008, 07:05 PM // 19:05
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#25
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Jungle Guide
Join Date: Sep 2006
Guild: Super Kaon Action Team [SuKa]
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Doing HM shards of orr, is a pain. The smite builds aren't working well out there..
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