Mar 16, 2012, 01:13 AM // 01:13
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#1
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Frost Gate Guardian
Join Date: Jan 2009
Profession: A/E
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Bogroot Growths 20 Min Hero Build/Tac's/Video
I enjoy doing Bogroot Growths so i made a video of how to do it in a decent time with just hero's. I think i did 7 on first level and 14 on second in the video but you can do 6 and 13 using the same build and tactics, i over argo'd at the storm clouds(you can run to the right and avoid the main group while the spirits hold up the ones that come from behind). Didn't want to bother recording another run.
I'm sure it can be done faster but this is just a basic build for the average player who wants to do it fast and risk free without the use of cons.
Here's a link to the video, its available in 1080p so its easy to see.
http://www.youtube.com/watch?v=Wjl1bphTIuw
After your done just wait for the timer and you'll be spawned outside the dungeon, take the quest and you can go again. No need to map out and run back.
If Giriff dies during the second part you'll have to accept reward once your out, run into the dungeon and back out to take the quest again.
Just did a run to show that u can get 6 and 13
Last edited by greenough; Mar 16, 2012 at 04:24 AM // 04:24..
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Mar 16, 2012, 02:05 AM // 02:05
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#2
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Lion's Arch Merchant
Join Date: Feb 2008
Profession: W/
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I love the video, 1080 is fantastic quality. I would suggest replacing the emo with an ST rit. Enemies don't really hit hard and biggest threat is pressure, which is covered by two copies of PwK, fall back, and never surrender. You could be more aggressive with that change as to heroes with heals is more than sufficient. An ST rit makes incubi trivial so you don't have to rely on minions to soak up damage. I'd suggest a second copy of fall back to relieve pressure and break aggro one of the esurge mesmers. You could also stick CTT somewhere to avoid lightning touch. You can put inspired hex on the illusion mesmer to copy crippling anguish and to help keep yourself clean of hexes while pulling. Drain delusions is far better energy management than wnwn with fragility on the bar.
I would also use major or sup runes on the mesmers, but that's completely up to the player. Lower health would also attract aggro from enemies to burn of hexes with hex breaker, just a thought. I support the use of dual MM because there are plenty of bodies, enemies ball easy and die fast, and it provides an opportunity to run past groups. It also prevents your group from eating splinter weapon (which isn't really a problem unless you're slow).
On the second level in the spread out group before the res shrine and door, you can easily run past because the allied group will distract enemies from your team and you won't come under pressure.
Bogroots is one of the easy and fast dungeons, but this is a pretty flexible setup.
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Mar 16, 2012, 02:07 AM // 02:07
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#3
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Wilds Pathfinder
Join Date: Mar 2008
Location: USA - W.Coast
Guild: HiME
Profession: Mo/
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Nice to see a sin played as a sin and not a tank/runner.
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Mar 16, 2012, 03:01 AM // 03:01
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#4
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Desert Nomad
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I have to disagree on the flexible part. Double MM's, a total of 5 skills to counter/ remove hexes and healing by the buckets litterally scream Bogroots. I wouldn't use this build anywhere else really
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Mar 16, 2012, 03:12 AM // 03:12
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#5
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Frost Gate Guardian
Join Date: Jan 2009
Profession: A/E
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Quote:
Originally Posted by Relyk
I love the video, 1080 is fantastic quality. I would suggest replacing the emo with an ST rit. Enemies don't really hit hard and biggest threat is pressure, which is covered by two copies of PwK, fall back, and never surrender. You could be more aggressive with that change as to heroes with heals is more than sufficient. An ST rit makes incubi trivial so you don't have to rely on minions to soak up damage. I'd suggest a second copy of fall back to relieve pressure and break aggro one of the esurge mesmers. You could also stick CTT somewhere to avoid lightning touch. You can put inspired hex on the illusion mesmer to copy crippling anguish and to help keep yourself clean of hexes while pulling. Drain delusions is far better energy management than wnwn with fragility on the bar.
I would also use major or sup runes on the mesmers, but that's completely up to the player. Lower health would also attract aggro from enemies to burn of hexes with hex breaker, just a thought. I support the use of dual MM because there are plenty of bodies, enemies ball easy and die fast, and it provides an opportunity to run past groups. It also prevents your group from eating splinter weapon (which isn't really a problem unless you're slow).
On the second level in the spread out group before the res shrine and door, you can easily run past because the allied group will distract enemies from your team and you won't come under pressure.
Bogroots is one of the easy and fast dungeons, but this is a pretty flexible setup.
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I'm a fan of the e/mo, have gone threw the entire game with it. although the st rit is good its not good for me since i love to c space threw things and the infuse on the e/mo is what i need.
As far as relying on minions to soak up damage, thats not the case at all, their there to get hit with splinter so they die with death nova on.
The dual fallback's i've tried and it didn't work as good as this and the inspired idea i don't like because of the 20 second recharge. I said at the top this is for the average player, the average player isn't going to micro manage inspired on crippling and then cast it.
Last edited by greenough; Mar 16, 2012 at 04:47 AM // 04:47..
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Mar 16, 2012, 04:53 AM // 04:53
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#7
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Desert Nomad
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Speaking of which xD Did another run now since a friend asked me what I was doing, said I just did this and then he said he needed it.
Anyhow, as soon as we enter second floor, he goes AFK. When he comes back his CPU is bugged up bla bla bla. Long story short, I ended up doing the second floor, all the way up until the boss, with 6 heroes and without the Shared Burden hero (aka only the 2 heals on SoS and no hex removal). Arrived at the boss room lock at 13 minutes xD Wiped at boss room and he arrived shortly after then we cleaned up. Completed in 17 mins again ;p
In other words, heals are overrated xD ST and ER prot even more so!
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Mar 16, 2012, 03:57 PM // 15:57
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#8
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Frost Gate Guardian
Join Date: Jan 2009
Profession: A/E
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Quote:
Originally Posted by Gabs88
Speaking of which xD Did another run now since a friend asked me what I was doing, said I just did this and then he said he needed it.
Anyhow, as soon as we enter second floor, he goes AFK. When he comes back his CPU is bugged up bla bla bla. Long story short, I ended up doing the second floor, all the way up until the boss, with 6 heroes and without the Shared Burden hero (aka only the 2 heals on SoS and no hex removal). Arrived at the boss room lock at 13 minutes xD Wiped at boss room and he arrived shortly after then we cleaned up. Completed in 17 mins again ;p
In other words, heals are overrated xD ST and ER prot even more so!
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I dropped the hex breakers for spiritual pain and it helped breeze threw the beetles. Also dropped one of the esurge for a panic. Went 6-13 again but felt like it was on the lower side of both numbers. pretty sure i can get 6-12 with it, got doubled by the storm clouds and slowed me down.
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Mar 16, 2012, 08:33 PM // 20:33
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#9
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Desert Nomad
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Try drop the E/Mo for a smitemonk as well.
Reversal of Damage | Smite Cond | Smite Hex | Castigation | Judge's Insight | Strength of Honor | GoLE or whatever energy management you prefer. With either UA or RoJ this build would be very strong, massively boosts your own damage and does decent healing too.
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Mar 16, 2012, 09:39 PM // 21:39
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#10
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Frost Gate Guardian
Join Date: Jan 2009
Profession: A/E
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Quote:
Originally Posted by Gabs88
Try drop the E/Mo for a smitemonk as well.
Reversal of Damage | Smite Cond | Smite Hex | Castigation | Judge's Insight | Strength of Honor | GoLE or whatever energy management you prefer. With either UA or RoJ this build would be very strong, massively boosts your own damage and does decent healing too.
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dropped the healer nec for a smite monk with empathic removal and managed to get 6-12 first try. Can't go without the ER. Never knew that SOH would trigger on all foes when i used Death Blossom.
After doing 4-5 more runs i have to say the smite monk is a lot better. just did a 6-13 without trying really, didn't even run threw the first part on the second level i was talking to the girlfriend and c spaced threw that part and still got 13 so the smite monk is defiantly better. Gonna have to redo the whole post now
Last edited by greenough; Mar 16, 2012 at 11:32 PM // 23:32..
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Mar 17, 2012, 01:33 AM // 01:33
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#12
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Frost Gate Guardian
Join Date: Jan 2009
Profession: A/E
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Quote:
Originally Posted by Gabs88
Seriously, drop the ER Prot a few runs and see how it goes Take your old nec back, 20 minions is pretty darn win
PS, IAU stacks with all other armor bonuses so you can grab Critical Agility instead for IAS, more crit and more armor. Thats also win ;p SY! is extremely overrated as a skill.
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Just tried with no emo, wiped at the first part of the first level. Also IAU is used for the poison/cripple traps. Only hits me so im able to run right threw all 4 of them on the second level without having to stop, drop spirits and then mend out the cripple.
Managed to do the second part in 14 without the e/mo but it was really sketchy and ROJ just made them scatter slowing the run down even more.
Last edited by greenough; Mar 17, 2012 at 01:54 AM // 01:54..
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Mar 17, 2012, 01:59 AM // 01:59
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#13
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Desert Nomad
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Yeah, IMO UA or Empathic is better unless you build your entire team around a giant RoJ spike. RoJ can be great but often it simply put isn't.
And I meanth to replace the SY! with Critical Agility not IAU with Crit Agility. That gives you a +45 armor bonus at high levels of PVE ranks. Which is quite decent.
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Mar 17, 2012, 09:44 AM // 09:44
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#14
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Forge Runner
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I can't help but wonder how much faster you can do this dungeon by going in as a permasin @_@
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Mar 17, 2012, 10:05 AM // 10:05
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#15
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Desert Nomad
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You could run straight past first floor, second you'd have to shrine hop or do as A/P. But when I think about it if you do it as A/P with no resses in team and use that to shrine hop. Probably really fast O.o
Edit: As I thought second floor is ridicilously hard to run past the incubus. Which is the main reason people usually don't run Bogroots and the few runs that exist are sillier then the average pug (shrine hopping all the way lol)
Last edited by Gabs88; Mar 17, 2012 at 11:17 AM // 11:17..
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Mar 17, 2012, 12:02 PM // 12:02
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#16
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Desert Nomad
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Quote:
Originally Posted by Swingline
lol /12chars
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SY! isn't reliable enough unless you stack heavy hex and condition removal and powerprot the character you got it on. And even if you do, you still have to worry about and account for the possibility of degen/armor ignoring damage/your main character dying or getting shut down by say Ulcerus lungs.
That means you're already bringing more then enough defence to reliably keep an entire team alive just to make sure you keep a single character alive so that he can keep the rest alive.
And on a melee you should already to some degree be balling and tanking your foes in order to kill them efficiently. Which means that by bringing SY! you're generally wasting a slot that would be better spendt increasing the defence of your primary character.
All in all you prot up massively in order to get a near guranteed success. Which is not a bad thing, but unless the average foe hits for 150-300ish damage per hit the way they do in UW HM or DoA HM. Or you loose all progress if you die the way you do in some WoC HM missions. You're massively overshooting your target by bringing SY! because you're increasing your defencive capabilities by sacreficing your offence without actually needing to do so.
Between rupts, minions, spirits, a couple of heals (2-5 skills) and a few prots on MM is already more then enough defence for all EOTN Dungeons, vanquishes and NM / HM missions. Add in a smite monk if you're melee and voila.
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Mar 20, 2012, 07:12 PM // 19:12
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#17
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Frost Gate Guardian
Join Date: Feb 2012
Profession: D/W
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I have similar build but with 4 mes, bip and ST average run is about 22 min too. But it still to slow lol, seem froggy drop rate is like 1 per 18-20 run (base on my experiences). One question since your playing a sin why dont you just run the dungeon. I start a sin just for this hehe now it only take 10-12 min. Froggy for everyone hehe..
Funny after so many run I never know you don't need to rezone. Thank for you info ^^.
Last edited by Drk Dervish; Mar 20, 2012 at 07:26 PM // 19:26..
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Mar 20, 2012, 07:29 PM // 19:29
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#18
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Academy Page
Join Date: Jan 2011
Guild: [RUNI]
Profession: A/
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IF you're looking for speed with a sin primary, you can solo run a 3 minute level 1 without cons. If you could set up a decent set of running heroes i wouldn't be surprised if you could do level 2 in no time at all. Ill load up my sin and see how quick i can get it down as a Sin no cons.
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Mar 20, 2012, 09:43 PM // 21:43
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#19
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Frost Gate Guardian
Join Date: Feb 2012
Profession: D/W
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L1 is cake walk you can run it blind hehe.. 2nd L when get a little tricky with the incubii bring 1 or 2 heros and load them up with enchantments and flag them in front of you. With little practice you should get over that section with no issues after that is a cake walk. No con needed but alcohol would make your life easier and faster. Just 2 spike eggnog per run, much cheaper then con or b-cake.
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Mar 20, 2012, 10:24 PM // 22:24
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#20
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Ascalonian Squire
Join Date: Apr 2010
Guild: Martyrs to the Flame [BurN]
Profession: N/
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Bogroots is easy with most builds, i do it a few times a week with a normal set up in HM (similar to yours), Get 8 min on 1st and about 17-19 on 2nd, although i don't skip or avoid any groups. Not much preparation is required for Bogroots anyway, although i'd advise bringing an ST rit for protection against the rits, incubii etc
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