Mar 18, 2011, 03:28 PM // 15:28
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#21
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Quote:
Originally Posted by greenough
just went and tried after i saw 10 in the first 4, first try and 0 dp.
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Hax you have 3 mes heroes That's as bad as using cons, surely?!
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Mar 18, 2011, 04:18 PM // 16:18
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#22
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Frost Gate Guardian
Join Date: Jan 2009
Profession: A/E
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Quote:
Originally Posted by HigherMinion
Hax you have 3 mes heroes That's as bad as using cons, surely?!
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not really, im sure if u replaced one of them with a death magic nec (not an mm) that you would get the same results.
Edit:
Last edited by greenough; Mar 18, 2011 at 04:46 PM // 16:46..
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Mar 18, 2011, 05:49 PM // 17:49
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#23
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Krytan Explorer
Join Date: Jul 2010
Profession: E/
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Quote:
Originally Posted by aga
It's not bad play . Getting impatient is the key to success, my style of play is very aggressive, I often pull 2 or more groups (even in DoA), or at the least let my heroes finish off the last few while I go off and pull another group, which is why I often run more defensive builds. I doubt I could manage such an offensive build as that.
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I do this; this is where Jeydra and I differ. I can't manage that below.
Quote:
Originally Posted by Jeydra
It's just the first four rooms. The entire area in 10 minutes is probably impossible.
Lol, I thought the logical conclusion from "my style of play is very aggressive" would be "I love to run highly offensive builds".
I admit, running almost unadulterated offense like this one is very risky. Shove the build a little too hard and you'll see the red bars fall precipitously. Shove it just a little harder and you'll cause the Death Pact chain wipes that happened to me. The player who uses such a build must be prepared to concentrate, micro and aggro, because a small mistake can mean the end. In areas like DoA that's rather distressing, although it doesn't stop the build from returning fast times like this one.
I want to say I do this all the time, but to be honest, I usually do not play at this level. I often prefer to Leeroy straight from one group to the next. Someday I hope to find a build that can output as much (or nearly as much) damage as this one and still have everything else that I want. It might not be possible sadly, but I'll keep trying to fine-tune things.
In the meantime, I'll say that if two semi-healers, one Panic, one Aegis and one Prot Spirit suffice, then certainly combinations like two semi-healers, one Panic, one PI, one Aegis, one Prot Spirit and one "Stand Your Ground!" should be more than enough to allow some leeway to make mistakes and still live to tell the tale. 7 defensive characters, especially with one ER Ele maintaining Protective Bond, is simply way overkill.
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I don't mind micro; in fact, I've found it extremely useful. There's just a limit to how much I'll do, and how careful I'll be. I'm not entirely sure.. And I'm perfectly fine with accepting that you're more talented, but then again, most people (you know guru's an exception because only players really into the game will come here >_>) can't even get through the DoA with heroes anyways at all, so I'm content with myself and how well I play.
How did you complete the second room? That's where I see issues.. The Terrorwebs don't get interrupted, and when they get lower on health, the team goes down fast.
Greenough has a similar style, two healers, ER prot, and SY, instead of my two healers, ST Rit, and bonds. Same effect. I'll try and beat my own time, it seems like maybe I just play a bit slower. I wonder if foundry <30mins is possible.
I also wish I had access to multiple mesmers; and what is that necro build there?
I'm glad to see a lot of input and thought into this.
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Mar 18, 2011, 06:35 PM // 18:35
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#24
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Krytan Explorer
Join Date: Feb 2009
Location: England
Profession: A/
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Quote:
Originally Posted by greenough
not really, im sure if u replaced one of them with a death magic nec (not an mm) that you would get the same results.
Edit:
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It's not hard to get the 4th room done in 10mins when you play a melee who can spam SY, infact it's an average time for a melee. Try it on a caster profession and it's much harder.
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Mar 18, 2011, 07:18 PM // 19:18
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#25
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Frost Gate Guardian
Join Date: Jan 2009
Profession: A/E
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Quote:
Originally Posted by aga
It's not hard to get the 4th room done in 10mins when you play a melee who can spam SY, infact it's an average time for a melee. Try it on a caster profession and it's much harder.
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sorry, was unaware that SY increased my damage output and enables me to clear the rooms faster. is that a hidden effect ?
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Mar 18, 2011, 08:20 PM // 20:20
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#26
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Krytan Explorer
Join Date: Feb 2009
Location: England
Profession: A/
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Quote:
Originally Posted by greenough
sorry, was unaware that SY increased my damage output and enables me to clear the rooms faster. is that a hidden effect ?
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So you think having SY doesn't effect the speed of your hero party? SY means heroes will be spending less time healing, and more time attacking/rupting which makes things faster. Anyway, my reply to you was focused around you being a melee, meaning using heroes is much easier and generally faster.
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Mar 18, 2011, 08:54 PM // 20:54
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#27
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Krytan Explorer
Join Date: Jul 2010
Profession: E/
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SY affects not the damage output, but it means you can move faster and with less stress, particularly when dealing with multiple spawns in a room; I usually have to pull them into me.
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Mar 18, 2011, 10:28 PM // 22:28
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#28
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Frost Gate Guardian
Join Date: Jan 2009
Profession: A/E
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if your a caster, run one of these builds and either add a st rit with union shelter and maybe either some heals or offensive spirits while replacing splinter on other rit or keep splinter on other rit and just add defensive para and its pretty much same thing.
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Mar 19, 2011, 12:20 AM // 00:20
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#29
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Krytan Explorer
Join Date: Feb 2009
Location: England
Profession: A/
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It's not the same thing, get on a caster and try it yourself.
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Mar 19, 2011, 02:41 AM // 02:41
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#30
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Forge Runner
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Is this a race now? Because I just got one 9-minute screenshot, wondering if I should post it.
I think greenough can probably cut the UA healer and go for UA Smiter or something with Strength of Honour, but that's up to him.
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Mar 19, 2011, 03:09 AM // 03:09
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#31
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Krytan Explorer
Join Date: Jul 2010
Profession: E/
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Not necessarily a race, though I'd say speed IS an issue. I've kinda looked at viability for others to run. Though, on second thought, I also might like to just leave it at those who can get it themselves. Prices will stay higher that way <_<
I got 11 minutes, didn't screen though. I found a bit of luck with a ele damage build based around intensity and etc. Was good and fast but unreliable.
Jeydra; how do you manage the torturewebs and dream riders? By going for damage I pretty much guarantee deaths from them. I'll also sometimes have issues with the third spawns in the fourth room, with the rage/despair/dementia titans. I'd love to go for more damage but they tend to kill anything that moves, and the mesmer interrupts just don't seem to be reliable enough to shut them down. 3 hits and the team's gone (which is 4 secs between two, a group of 4 can take the group down in 2 secs flat).
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Mar 19, 2011, 05:32 AM // 05:32
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#32
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Wilds Pathfinder
Join Date: Oct 2005
Location: Germany
Guild: PaRe
Profession: W/
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Finally made it. It took me only 13 mins for the 4 rooms but 1:20 to clear the rest (got wiped once by a group of 6 titans. fortunately had a resurrection scroll THIS time)
I have to say that the groups of 6 titans are probably the hardest part. I usually have to run away a lot to separate these groups after the new titans spawn.
rescuing the frogotten ones is easy if you spread your party and set some spirits beforehand. (got wiped the first time by dryders because my team was bunched together)
The final boss was no problem if you try to hit them hard to kill one or two and then run away as soon as you take lots of damage.
I had two mesmers, two rits, one healer, a smite healer, one earth ele with wards and I was using a hundred blades warrior
A little tanking and careful luring is also importand.
Now i need to beat Mallyx and i have no clue how that can be done. I haven't tried this for years and just remember some old teleportation tricks to get most of the team outside of the citadel.
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Mar 19, 2011, 02:36 PM // 14:36
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#33
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Krytan Explorer
Join Date: Feb 2009
Location: England
Profession: A/
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Yes the group of 6 titans can be troublesome if you're unprepared. But I find the group of 6 anguishes much harder if I don't get a perfect pull, since they can steal UA or any other res from your heroes, which does get extremely annoying, since they only res in their first form. Meaning each time 1 gets ressed you have to kill 4 more...So those 6 orignal titans can easily turn in 8/9 or even 10+.
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Mar 24, 2011, 01:04 AM // 01:04
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#34
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Forge Runner
Join Date: Sep 2007
Guild: Trinity of the Ascended [ToA]
Profession: A/
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10 minute rooms, 47 minute clear . I did cheat a little and use a summon only for Foundry Breakout. Got a Celestial Rat. Definitely could have done it without, I just wanted to be a pinch safer.
I'm usually a big fan of the N/Mo Prot Bomber Necro, but micro'ing your ST is absolutely essential on the Captain during Foundry Breakout. The 3rd Mesmer is probably not essential either, I ran Keystone for damage only. In fact, there's probably plenty of better builds for damage on that 7th hero.
EDIT: I also spent around 5 minutes DC'ed (you'll notice there aren't enough red dots in the screens), so realistically it's about 40 minutes.
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