Apr 15, 2011, 10:24 PM // 22:24
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#61
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Jungle Guide
Join Date: Jul 2005
Guild: [PIG]
Profession: W/A
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I gave the muddy terrain tactic a try like the video and just couldn't pull it off, they killed the reaper as I was running back. Maybe with a few more tries.
I can't seem to kill as fast as you did in the video, even with the same heros.
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Apr 15, 2011, 10:48 PM // 22:48
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#62
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Forge Runner
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Quote:
Originally Posted by EFGJack
I have not been using SY because a certain elementalist is jealous he can't take advantage of it.
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Lol!
Honestly, use SY, or you'll have to say you can't use Asuran Scan because a certain Elementalist is jealous he can't take advantage of it either. Besides, right now I'm using ER, so no complaints there.
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Apr 15, 2011, 11:54 PM // 23:54
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#63
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Krytan Explorer
Join Date: Jul 2010
Profession: E/
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Quote:
Originally Posted by Jeydra
I'm having trouble motivating myself to spend another 2+ hours in UW just to kill Dhuum, but EFGJack's trying hard so perhaps I should try again ...
I have been considering E/Mo Protective Bond, which would abuse the one and only standout build available to Elementalists, but I'm debating whether I should try that or go for the standard E/A Air that'd be able to chain some KDs on Dhuum. With E/Mo Protective Bond, keeping the entire team alive is going to be difficult, considering one successful Judgement will destroy my energy in an instant. I could bond less people, but that would mean they have a good chance of dying quickly. And there's the matter of how to get DP off whoever Dhuum Touches. I could let someone die I guess ...
Earthbind + mass KDs seems like the best answer to Dhuum. With a dedicated build it should be possible for a Warrior to permanently KD someone. Much more difficult for a caster like me.
Will Ward Against Ham help against Dhuum? It would reduce damage from Judgement ...
A video of someone killing Dhuum with 7H (or something similar), regardless of NM or HM, would be very helpful. It doesn't have to be successful - a failed attempt is just as good. Anyone have one?
Which of the following is more likely to trigger against Dhuum: Bane Signet, or "Coward!"?
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I haven't read through a lot of the thread, but the standard tactic in UWSC is to have the e/mo bond everyone, and with an essence and a fairly high max energy, keeps everyone alive while they pain invert him during judgement.
I've been through the UW only once, so my experience is limited, but I'm going to hazard a guess that that is one of the few (not only, but few - SY is a definite other option, ST rit can't hold on it's own though, and you need party wide coverage that a hero e/mo can't provide) ways to beat him. Energy should be manageable, but difficult - the main thing is to keep him off you. The E/mo will stand in the door and have everyone go slightly ahead of him, but the group will stay close too - if I remember correctly.
In NM, it should be much easier. Dhuum's like a monster elementalist with judgement - in NM, it's fine, no problem at all. In HM, it hits like a truck. Not to mention an auto-attack of 200+ from a scythe that hits multiple targets, and adding dp onto targets -.-
Let me know how it goes!
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Apr 16, 2011, 12:22 AM // 00:22
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#64
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Krytan Explorer
Join Date: Feb 2009
Location: England
Profession: A/
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Not using SY is just pure arrogance and ignorance, not to mention stupidity. I understand not using cons, but refusing to use a pretty standard skill is pathetic. It's exactly the same as refusing to use a certain build, the arrogance in pretty skill-less GW PvE is truely outstanding.
People often say that PvP'ers have the biggest ego's, but man is that wrong, sure there are some pvp'ers with big ego's, but none that even come close to the ones I've seen around GW PvE. The worst thing is PvE'ers don't realise how arrogant and egotistical they actually are.
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Apr 16, 2011, 01:44 AM // 01:44
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#65
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Forge Runner
Join Date: Jan 2006
Location: On Earth
Profession: W/P
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Quote:
Originally Posted by aga
Not using SY is just pure arrogance and ignorance, not to mention stupidity. I understand not using cons, but refusing to use a pretty standard skill is pathetic. It's exactly the same as refusing to use a certain build, the arrogance in pretty skill-less GW PvE is truely outstanding.
People often say that PvP'ers have the biggest ego's, but man is that wrong, sure there are some pvp'ers with big ego's, but none that even come close to the ones I've seen around GW PvE. The worst thing is PvE'ers don't realise how arrogant and egotistical they actually are.
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I'm better then the average player. I refuse to use meta because my builds are far superior and the fact I can use setups besides meta makes me automatically better then everyone. I use non meta builds because I can and to prove a point. If anyone uses meta/common builds I get to flame them, talk down to them and criticize them to death. I play GW with a calculator next to me so I can prove mathematically my skill bars are without a shout of a doubt the best. If you attempt to prove me wrong I got an army full of semantics and theorycrafts to shoot anyone down.
That sound about right or did I miss something?
Last edited by byteme!; Apr 16, 2011 at 01:48 AM // 01:48..
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Apr 16, 2011, 12:39 PM // 12:39
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#66
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Forge Runner
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OK this is ridiculous. Heroes don't use Reversal of Death just to remove DP, they use it like Reversal of Fortune. I had like 3 heroes in spirit form and I still got Touched out. Absolutely ridiculous. I really don't think I'm going to micro every Reversal of Death cast, that's just bull****.
I think I'm done with UW until ANet updates hero AI to use Reversal of Death. At this point I can probably kill him with a stack of Clovers, but that won't be without consumables.
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Apr 16, 2011, 01:23 PM // 13:23
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#67
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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People keep saying that "can't touch this" doesn't actually stop dhuum. But I've never had issues with DP when using it in normal mode at least. I don't chow consumables to fight his effect, nor micro heroes to remove DP, it just doesn't really hit anyone. I spent a summer away and the guildies I run UW on and off with said they failed on dhuum every time without me, despite running basically the same builds, except for no "can't touch this." Maybe it's masses of spirits combined with permasnare from shared burden that were doing all the work, but I'm not so certain.
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Apr 16, 2011, 04:21 PM // 16:21
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#68
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Jungle Guide
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Quote:
Originally Posted by FoxBat
People keep saying that "can't touch this" doesn't actually stop dhuum.
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I can confirm beyond any shadow of a doubt that CTT does not work on Dhuum. Whoever stays in range of him to tank (and I use that term very loosely here) is going to get touched at least a couple of times and will need removal so they don't DP out. If you aren't getting slapped with -15%'s then he just isn't targeting you with the skill.
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Apr 16, 2011, 05:19 PM // 17:19
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#69
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Krytan Explorer
Join Date: Jul 2010
Profession: E/
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Quote:
Originally Posted by FoxBat
People keep saying that "can't touch this" doesn't actually stop dhuum. But I've never had issues with DP when using it in normal mode at least. I don't chow consumables to fight his effect, nor micro heroes to remove DP, it just doesn't really hit anyone. I spent a summer away and the guildies I run UW on and off with said they failed on dhuum every time without me, despite running basically the same builds, except for no "can't touch this." Maybe it's masses of spirits combined with permasnare from shared burden that were doing all the work, but I'm not so certain.
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Key words; normal mode.
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Apr 16, 2011, 09:56 PM // 21:56
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#70
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Lion's Arch Merchant
Join Date: Mar 2010
Location: Finland
Guild: Pros At Inactivity [bleh]
Profession: W/
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Quote:
Originally Posted by Carboplatin
I gave the muddy terrain tactic a try like the video and just couldn't pull it off, they killed the reaper as I was running back. Maybe with a few more tries.
I can't seem to kill as fast as you did in the video, even with the same heros.
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Are you microing any skills on your heroes? Using Ancestor's Rage & splinter weapon on every cd is highly recommended as the heroes are often lazy with those two spells, then there's Shatter Hex, etc that you can use to put out as much dmg as possible. And even with maximum micro skillz I can't repeat 4HM every single time with the setup posted, however I now have a build capable of clearing all 10 quests with little to no chance of failure but I won't publish it until I'm confident it can put Lilla D back in his place.
Feel free to ask for tips and pointers though.
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Apr 17, 2011, 12:56 AM // 00:56
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#71
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by Plutoman
Key words; normal mode.
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It's nearly unheard of for monster abilities to be qualitatively different in different modes. If it's confirmed to work like that, wiki ought to be updated.
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Apr 17, 2011, 02:19 AM // 02:19
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#72
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Krytan Explorer
Join Date: Jul 2010
Profession: E/
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Quote:
Originally Posted by FoxBat
It's nearly unheard of for monster abilities to be qualitatively different in different modes. If it's confirmed to work like that, wiki ought to be updated.
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He does have a damage increase for the fact of being a higher level; but the more significant increase is the +move speed and +attack speed. Considering he is also a boss and does double damage, the level increase adds ~20% more damage (to his skills, too), and the attack speed increase adds increasingly more. A hit of 200 damage every 2 seconds is fine; a hit of 200 damage to heroes every 1.3 seconds or so is another story. The movement speed also means heroes kiting away can't escape at all, and may even kite into other heroes causing damage to multiple party members.
It's a big difference, though it may not seem that way at first glance. The skeletons are also harder to kill, move, and attack faster, making them more of an issue than before.
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Apr 17, 2011, 04:40 AM // 04:40
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#73
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Grotto Attendant
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Quote:
Originally Posted by EFGJack
I now have a build capable of clearing all 10 quests with little to no chance of failure but I won't publish it until I'm confident it can put Lilla D back in his place.
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I'm looking forward to seeing that.
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Random note on ST: Remember that Judgment is spirit range and Shelter is (obviously) spirit range. Insane micro people might be able to keep Shelter out of Judgment range but inside spirit range of the party, except maybe one person adjacent to Dhuum.
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Apr 17, 2011, 03:43 PM // 15:43
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#74
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Jungle Guide
Join Date: Jul 2005
Guild: [PIG]
Profession: W/A
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Quote:
Originally Posted by EFGJack
Are you microing any skills on your heroes? Using Ancestor's Rage & splinter weapon on every cd is highly recommended as the heroes are often lazy with those two spells, then there's Shatter Hex, etc that you can use to put out as much dmg as possible. And even with maximum micro skillz I can't repeat 4HM every single time with the setup posted, however I now have a build capable of clearing all 10 quests with little to no chance of failure but I won't publish it until I'm confident it can put Lilla D back in his place.
Feel free to ask for tips and pointers though.
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Can't wait to see the new team build. I was actually only off by a few seconds and if i would have left as soon as the riders were dead, I think I could have made it.
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Apr 17, 2011, 03:57 PM // 15:57
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#75
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Wilds Pathfinder
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Quote:
Originally Posted by Carboplatin
I can't seem to kill as fast as you did in the video, even with the same heros.
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Well, I think you have to be aware of the fact that you don't have to kill every enemy in the eastern wave before moving on to the western wave at the reaper. You just have to make sure most of the terrorwebs are dead: the dhuum-guys don't do a lot of damage. Leave spirits/traps on your way back to the reaper: this will give you enough time to finish of the western wave at the reaper, and then kill off the rest of the eastern wave when they get to you.
Correct me if I'm wrong here, I'm also not succeeding every time yet
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Apr 17, 2011, 06:45 PM // 18:45
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#76
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Forge Runner
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Quote:
Originally Posted by Chthon
I'm looking forward to seeing that.
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Random note on ST: Remember that Judgment is spirit range and Shelter is (obviously) spirit range. Insane micro people might be able to keep Shelter out of Judgment range but inside spirit range of the party, except maybe one person adjacent to Dhuum.
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Since your intire team takes damage from Judgement of Dhuum, shelter won't do much good. It'll die after 1 pulse.
Edit, also how did you deal with the pits quest? It's seems that when I take out my ST rite for a SoGM one (defence for offence), the spirits that spawn in the Pits just die instant to the fire AoE without there being anything I can do. I even micro prot spirit and spirit bond on them like a motherf*cker, but they all decided to ball up AoE.
Is there any trick (read AI glitch) I can pull off to prevent these spirits from engaging?
Last edited by Killed u man; Apr 17, 2011 at 08:34 PM // 20:34..
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Apr 17, 2011, 09:12 PM // 21:12
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#77
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Grotto Attendant
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Quote:
Originally Posted by Killed u man
Since your intire team takes damage from Judgement of Dhuum, shelter won't do much good. It'll die after 1 pulse.
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Assuming the usual 16/13 split, Shelter lasts 11 hits, or about a pulse and a half. (Also, the ST rit himself would be out of range, so only 7 people taking hits.)
If you micro Armor of Unfeeling as well, it lasts 22 hits, or about 3 pulses.
I'm much more worried about the micro being hopelessly impractical than about Shelter not stopping enough damage.
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Apr 17, 2011, 10:13 PM // 22:13
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#78
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Lion's Arch Merchant
Join Date: Mar 2010
Location: Finland
Guild: Pros At Inactivity [bleh]
Profession: W/
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@KUM - Kill the spawns from north before they engage the spirits.
And you're not factoring the reapers in Chthon, I'd ass-u-me at least 2 of them would be on range at all times. But yer, with proper micro that is indeed possible IN THEORY but in practice Dhuum keeps teleporting about and after he finishes doing it he's not likely to stand still and keep the range to ST rit the same it was prior to teleporting.
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Apr 17, 2011, 11:48 PM // 23:48
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#79
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Forge Runner
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Well, since EFJ is a warrior, he's got access to SY. (You do even bring it)
So I gues the issue still is, how can you prevent Dhuum from DP'ing you out without resorting to clovers, even tough they're cheap as shit, and can't even be concidered a con.
I do find that a minion master (I bring one, yes, I know) does miracles, as for some reason, Dhuum likes to aggro to bone minions. Better even, when you flag your heroes to the entrance gate of the hall (on a pile), Dhuum will barely every reach them, if at all.
He always teleports back to the center of the hall, and then runs/aggros to your team. If you block him, he seems to teleport, but from my personal experience, when minions block him (bone minions), he just sits there and eventually attacks the minnions.
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Apr 18, 2011, 01:32 AM // 01:32
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#80
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Grotto Attendant
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Quote:
Originally Posted by EFGJack
@KUM - Kill the spawns from north before they engage the spirits.
And you're not factoring the reapers in Chthon, I'd ass-u-me at least 2 of them would be on range at all times. But yer, with proper micro that is indeed possible IN THEORY but in practice Dhuum keeps teleporting about and after he finishes doing it he's not likely to stand still and keep the range to ST rit the same it was prior to teleporting.
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eh... got me there. Scrap that idea.
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