Feb 28, 2011, 06:23 AM // 06:23
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#2
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Grotto Attendant
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Tactics matter there more than builds.
The standard speed clear tactic is for 7 people to pile into the far corner (run straight along the right-hand wall), then for the last person to run out to them. Depending on where exactly the mob spawns, either the last person or one from the main group pulls the nearest mob into the corner. As long as you stay TIGHLY in the corner, you can avoid aggroing anything else. Repeat with the next couple of patrols.
You can also fight just inside the door. A patrol WILL eventually land right on top of you, but a high-damage team can clear the first mob before the patrol gets to you.
I have not experimented with following the left wall, but I have a feeling that there may be superior hiding places over there.
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Mar 07, 2011, 11:55 AM // 11:55
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#3
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Krytan Explorer
Join Date: May 2006
Location: South America
Guild: Naked Stalkers of America[Nude]
Profession: W/
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Well..yesterday I was trying to do this "7H-way" and got exactly the same problem. But in one run after 3 hours of consecutive and frustrating wipes I managed to beat the 3rd room. Just to be wiped at the 4th one.
Running "glued" to the right wall and flagging my heroes on upper right corner (sometimes unflagging them when mobs throw its AoE on us) somehow works. But its also a matter of wich group you aggro first..try to check wiki and go for the weakest first, since the quickest you kill, less you are prone to aggro a patrol.
Guess I will go FoW next. At least you can do some pulling there without being constantly harassed by mobs poppin'up in close quarters..
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Mar 07, 2011, 12:30 PM // 12:30
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#4
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Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD倧]
Profession: E/
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Quote:
Originally Posted by Chthon
Tactics matter there more than builds.
The standard speed clear tactic is for 7 people to pile into the far corner (run straight along the right-hand wall), then for the last person to run out to them. Depending on where exactly the mob spawns, either the last person or one from the main group pulls the nearest mob into the corner. As long as you stay TIGHLY in the corner, you can avoid aggroing anything else. Repeat with the next couple of patrols.
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False. A speedclear group will chill immediatly left of the gate, and wait for the two tanks to ball up the groups. 1 tank will do the Dryders + Rider at the left, the group will then run in and spike it, while the other tank chills with the load of titans on him. immediatly after you kill the dryders, you run to the titans, spike them and run out of the room. You only have to kill the first spawns, not their extra spawns.
Stop comparing DwG with speedclear, please.
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Mar 07, 2011, 02:13 PM // 14:13
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#5
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Ascalonian Squire
Join Date: Sep 2010
Location: Domain Of Anguish
Guild: Desolation Lords [DL]
Profession: A/E
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Quote:
Originally Posted by Bright Star Shine
False. A speedclear group will chill immediatly left of the gate, and wait for the two tanks to ball up the groups. 1 tank will do the Dryders + Rider at the left, the group will then run in and spike it, while the other tank chills with the load of titans on him. immediatly after you kill the dryders, you run to the titans, spike them and run out of the room. You only have to kill the first spawns, not their extra spawns.
Stop comparing DwG with speedclear, please.
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Thats speedclear tactics which i honestly dont tihnk this guy got any use of!
To make this room you might wanna do some careful pulling, and stand on a safe spot. Also true what Bright says that you dont need to kill the spawns. But for you i would say, use bow to lure and kill of slowly dont rush that room.
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Mar 07, 2011, 03:59 PM // 15:59
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#6
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Ascalonian Squire
Join Date: Jan 2011
Guild: Terra Noise [Zraw]
Profession: A/
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DwG is no speed clear. Its a farm for unexperienced pugs and nothing else.
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Mar 07, 2011, 04:05 PM // 16:05
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#7
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Desert Nomad
Join Date: Jan 2010
Guild: eeew
Profession: N/Rt
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Now we are all clear that dwg is not sc could we go back and help this guy?
So many guys here with experience in foundry that could get him past this room.
Like does you ele have protection wards? Why did you choose the Ele to be a damage dealer here could you not go for an armour ignoring damage dealer? Did you bring shields with +10 against earth?
I'm no expert here as you can see from my comments but some of the guys arguing above me are.
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Mar 07, 2011, 04:27 PM // 16:27
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#8
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Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD倧]
Profession: E/
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Indeed, a mesmer or a necromancer could easily outdamage your ele 6 times over..
My point was more towards the fact that the tip you gave used the sentence "standard speed clear tactics" something, when used with DwG easily gets me on my high horse^^
But how you could do this, since you're using heroes. I always advise taking a tank. You have an ele at your disposal, use it, I would say, not for damage, but for tanking. Also, if you do use a tank, you can let him ball up the enemies (which are easily tankable, just watch out for KD's with the titans) and once the teams kills everything, they should run to the next room and you should either: die ressable when running E/Me or, run E/A (which I don't advise), and take recall. With the tank technique, you absolutely don't have to do SC tactics, you can just tank 1-2 groups at a time and try to ball em up a little, and then let your heroes at them. Should be easy everywhere in DoA. Watch out for getting stuck though, if you don't know the ways, stick to safe way^^
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Mar 07, 2011, 04:43 PM // 16:43
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#9
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Furnace Stoker
Join Date: Jul 2006
Location: Belgium
Guild: Whats Going On [sup]
Profession: Mo/
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Quote:
Originally Posted by aspi
Now we are all clear that dwg is not sc could we go back and help this guy?
So many guys here with experience in foundry that could get him past this room.
Like does you ele have protection wards? Why did you choose the Ele to be a damage dealer here could you not go for an armour ignoring damage dealer? Did you bring shields with +10 against earth?
I'm no expert here as you can see from my comments but some of the guys arguing above me are.
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+10vs demons...
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Mar 07, 2011, 04:45 PM // 16:45
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#10
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Wilds Pathfinder
Join Date: Jul 2008
Location: Fissure of Woe
Guild: [LOD]/[GS]/[DL]/[LOD*]
Profession: N/P
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Dont use a tank and don't use SC tactics. Chthon is completely correct in saying you should pile into that far corner. Flag your heroes apart a bit so you don't get destroyed by aoe, and watch patrols. I believe that you want to grab the Mesmer titans first, but grabbing the rages will also work. Using a MM is risky here because of the chance at overagro. For sure bring a panic or PI. Mistrust, Cry of Frustration, and Mesmer energy management rupts will help a ton here. It's not a terribly difficult room so long as you don't overagro. Be sure to find and focus the rages that spawn from the...warrior titans...?
Editefinitely wouldn't want to run paraway in foundry. As soon as dementias show up with dustcloak spam your DPS will fall off considerably
Last edited by Life Bringing; Mar 07, 2011 at 05:50 PM // 17:50..
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Mar 08, 2011, 08:32 PM // 20:32
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#11
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Frost Gate Guardian
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Alright, maybe try just running a single imbagon then and something more offensive with the other paragon?
Sorry, complete noob at the game, not too up onto builds but trying to learn. =[
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Mar 09, 2011, 01:39 AM // 01:39
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#12
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Frost Gate Guardian
Join Date: Jan 2009
Profession: A/E
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i was having the same problem until i used a con set and sliced threw it like butter. so if your not using one you should. i ended up getting wiped at the fury and was wondering if anyone had any tactics for beating him, is there any way i can pull just the fury or even just the group?
Edit: Nvm figured it out.
Here's what i used to do it. if you and your friend are both using para's i'd drop the n/mo which was useless anyways and put in scan on your bars because you'll spend half your time blind.
Last edited by greenough; Mar 09, 2011 at 05:33 AM // 05:33..
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Mar 09, 2011, 04:37 AM // 04:37
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#13
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Desert Nomad
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Run Panic on a hero, aggro as much as you want. Rofl.
What I'm most concerned about is:
If you want AoE damage, stuffing a second copy of Splinter Weapon on a character (you DO have splinter weapon on the rit already, right?) will do far better than any ele will. Doing damage quickly is very important for high level areas. No matter how strong your defense is, eventually you WILL get a hex stack on your SY that takes them out of action, you WILL have your primary heal D-shotted, and you WILL have 5 ranged enemies all randomly choose to spike the same caster at some point in a long run. Finishing fights quickly is the way to minimize the amount of bad luck you can get during a battle.
For the the hex/enchant removal mesmer, I suggest forgetting enchant removal (its going to hit something worthless or actually beneficial to the enemy 90% of the time, see: dervs) and just bringing a keystone mesmer with Hex Eater Signet.
Quote:
i was having the same problem until i used a con set and sliced threw it like butter. so if your not using one you should. i ended up getting wiped at the fury and was wondering if anyone had any tactics for beating him, is there any way i can pull just the fury or even just the group?
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A con set is NOT the solution and should never be recommended if you want to become better. Cons just make you feel better about being a bad player.
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Mar 09, 2011, 06:18 AM // 06:18
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#14
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Frost Gate Guardian
Join Date: Jun 2010
Guild: Club Of A Thousand Pandas [LOD倧]
Profession: E/
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Quote:
Originally Posted by Coast
+10vs demons...
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Titans are not considered demons, according to guild wiki.
Earth damage is caused from the majority of the titans, however.
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Mar 30, 2011, 09:43 PM // 21:43
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#15
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Jungle Guide
Join Date: Jul 2005
Guild: [PIG]
Profession: W/A
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If you are a warrior or some sort of "tank", flag heros in the corner, grab all three titans group, ball them up against the tree you passed on the right side of the room when you first enter.
Once all the titans are settled on you, you can body block them all and spike them all down at once while leaving your hero team unharmed. You gotta have decent AoE damage to spike them down and their subsequent spawns as well.
Once that is done, go for the dryder group.
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Mar 31, 2011, 02:33 PM // 14:33
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#16
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Desert Nomad
Join Date: May 2008
Location: Blackwater Park
Guild: MpF
Profession: P/
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Allright: main problems in foundry is the great dmg that single groups do. If u run with SY, u won't have much problems.
Another counter are conditions/hexes...too many times groups fail for not having enough hex/condition removals. Bring a lot of them!
damage....Since Titans have great armor against fire and actually fire got the most AoE spells, u can either bring winter and an AoE fire spells elementalist, or choose something else like:
Mesmer: skills like Chaos Storm, Wastrel's Worry and many other Mesmer domination skills are useful....Energy Surge, Panic, Unnatural signet, Visions of Regret and many others spells are really good for they do armor ignoring dmg..
A necromancer is a good choice also...If u manage to ball mobs and spamm an SS/MoP u should be very quick.
Ritualist: why do everyone chooses SoS?? Plus on an hero that cannot even move them.....there are many other good skills in Channeling Magic, Clamor of the Souls for example is a great skill...Spirit Rift, Ancestor Rage, Splinter weapon, Cruel Was Daoshen, Gaze of Fury, Destruction....
Monks with Ray of Judgement and others AoE smiting skills, but this is slower imo...
Another problem is titans spawn after u have killed them...These can be hard to tank with heroes, since u should be able to ball, spike and kill, move heroes back and reball again....
Another little advise: know ur enemy....i mean look at those who are more dangerous for ur team-build..kill them fastly and prevent their actions. If u are an imbagon those pesky Margonite necromancer with Vocal Minority are ur enemies Same for Rage Titans with Eruption which makes u blind.
If u are caster, those Anguish Titans are ur enemies: interruptions, spells stealing...
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May 01, 2011, 06:23 PM // 18:23
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#17
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Ascalonian Squire
Join Date: Sep 2006
Location: Malaysia
Guild: Hero of Heroes [HERO]
Profession: E/
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I run this for all areas (not Mallyx) in NM no cons:
Player = Rt/W with SoS + SYS
Mo/Mes = Divert Hexes Protter
Mo/Mes = UA Healer
N/Rt = AotL MM Splinter minion nuker
N/Rt = SS curser
N/Rt = Xinare healer
Mes/Any = Panic nuker
Mes/Mo = Keystone nuker
Note: most builds can be extracted from gwpvx.com
Only place to be extra careful is the final room: Do one mob at a time and the final mob do a 'long pull', nibble on them till all are dead (2 Ki + riders + dryders = bad idea ;-)
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May 02, 2011, 07:55 AM // 07:55
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#18
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Desert Nomad
Join Date: Jan 2010
Guild: eeew
Profession: N/Rt
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keystone + panic + SS necro seems kinda counter productive? unless the hero can target melee all the time.
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