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Old Apr 02, 2007, 01:40 AM // 01:40   #1
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Default City of Torc'qua 3-8 man tele team

Firstly I'd like to thank Captain Jager for the build which inspired this thread and my good mates Pothead monk & Mistress Sulaco for helping to crack this run.

Team Tele Ele

So, how about a modular build that can clear and complete City of Torc'qua with a minimum of 3 players but which can be expanded up to 8 to make things faster?

Everyone runs one of 2 builds, making finding a pug easier, and no one needs a monk to heal?

Sounds too good to be true? Nah, not really



The builds.

  • Tele ele - Elementalist/Assassin

    Energy Storage: 6 (3+3) [variable, superior rune could be removed for safety in places with 2 dervish]
    Fire Magic: 16 (12+1+3)
    Shadow Arts: 12

    Shadow of Haste (Shadow Arts)
    For 34 seconds you move 15% faster than normal. When Shadow of Haste ends, you return to the location where you activated this skill.
    Energy:5 Cast:0 Recharge:30

    Shadow Form [Elite] (Shadow Arts)
    For 17 seconds, all hostile spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 41 health.
    Energy:5 Cast:1 Recharge:60

    Death's Charge (Shadow Arts)
    Shadow Step to target foe. If that foe has more Health than you, you are healed for 112.
    Energy:5 Cast:0.25 Recharge:45

    Meteor Shower (Fire Magic)
    Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 119 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion.
    Energy:25 Cast:5 Recharge:60

    Lava Font (Fire Magic)
    For 5 seconds, foes adjacent to the location where this Spell was cast are struck for 53 fire damage
    Energy:10 Cast:2 Recharge:4

    Bed of Coals (Fire Magic)
    Create a Bed of Coals at your location. For 10 seconds, foes standing still near this location are struck for 31 fire damage each second. Any foe knocked down on the Bed of Coals is set on fire for 7 seconds.
    Energy:15 Cast:1 Recharge:30

    Inferno (Fire Magic)
    All adjacent foes are struck for 142 fire damage.
    Energy:10 Cast:0.75 Recharge:10

    Dark Escape (Shadow Arts)
    For 13 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
    Energy:5 Cast:0 Recharge:30

    Build code:
    Code:
    A2NhiZznnQnOD3BMGG5sbRDE

  • Shadow Smiter - Monk/Assassin

    Smiting Prayers: 16 (12+1+3)
    Shadow Arts: 12

    Shadow of Haste (Shadow Arts)
    For 34 seconds you move 15% faster than normal. When Shadow of Haste ends, you return to the location where you activated this skill.
    Energy:5 Cast:0 Recharge:30

    Shadow Form [Elite] (Shadow Arts)
    For 17 seconds, all hostile spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 41 health.
    Energy:5 Cast:1 Recharge:60

    Death's Charge (Shadow Arts)
    Shadow Step to target foe. If that foe has more Health than you, you are healed for 112.
    Energy:5 Cast:0.25 Recharge:45

    Balthazar's Aura (Smiting Prayers)
    For 10 seconds, foes adjacent to target ally take 26 holy damage each second.
    Energy:25 Cast:2 Recharge:25

    Symbol of Wrath (Smiting Prayers)
    For 5 seconds, foes adjacent to the location in which the Spell was cast take 34 holy damage each second.
    Energy:5 Cast:2 Recharge:30

    Kirin's Wrath (Smiting Prayers)
    For 5 seconds, foes adjacent to the location in which the spell was cast take 34 holy damage each second.
    Energy:5 Cast:2 Recharge:30

    Dark Escape (Shadow Arts)
    For 13 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
    Energy:5 Cast:0 Recharge:30

    Rebirth (Protection Prayers)
    Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..4 seconds. This Spell consumes all of your remaining Energy.
    Energy:10 Cast:6 Recharge:0

    Build code:
    Code:
    AzJyH7wToTnh7gI3jsYDUmA

All members use one of either of these builds. If your not running on a full team of 8 you can also bring a hero monk incase of any needed emergency res which you leave flagged at the start of the zone.

Equipment
Ele - Energy armour, 20% recharge/casting fire spells offhand, Axe/sword +5 energy & +20% enchantments.

Monk - Energy armour, 20% recharge/casting smitting spells offhand, Axe/sword +5 energy & +20% enchantments.

The plan
I'll explain this as a team of 3, which is how we run the build, with a hero monk just for resing. I'm also taking for granted you know how to use the build which I linked above from Captain Jager.

Once your in and have the hero monk flagged as far away as possible, take the quest and watch your first packs. Decide on a leader and get them to call targets because the members need to focus their attacks. Target the monk (Ki) first and tele in and nuke the monk. With 3 players you can form a triangle around your target and body block them so they can't run. If you don't do this you will find a lot of enemies run out of your MS. Once your in, the ele's must cast their MS before the monk casts his smiting spells. If you make sure you keep the target locked in the triangle you will kill the target almost every time. Once the monk is done, it's best to take out the ranger (Tuk) next to get rid of his spirits.

If your running with more players it's best to stagger the attacks so the initial 3 players lead and the remaining players follow in just before those tele out.

Once you have your rhythm, keep clearing until you clear all in front of the city and on the ramparts (when hitting them be sure your directly underneath the enemy your attacking and your spells will work the same as normal). Once the gates open you then move on and clear those packs in the same way until the quest updates. Then make sure everyone is inside the city before taking the reward. Once you take the reward a few small packs and 3 big packs will spawn, each big pack will have a boss in it. Clear the small packs and move on to the boss packs, but be sure to watch out for the dervish (Ruk) because their mystic twister will hit through Shadow form. You can normally take a pack with 2 dervish in and take 1 hit from each, this will do around 200dmg per hit. So if there are 2 packs with a total of 3+ dervish in, pull one pack first or you will die.

Just keep doing this until everyone except Lord Jadoth is dead. Then against him you must hit him constantly every time you recharge and chip away at him, he doesn't regen fast so you can take him down bit by bit. It takes about 5 runs against him to finish him off. Then you can collect your gems from the chest and it's job done.

This is a really fun build and a enjoyable way of doing a otherwise quite hard quest. I hope everyone has as much fun with this build as we did while doing the run shown here.


Boss packs remain...


Your turn Jadoth...


Do the dead boss dance!


/Roar - job done!


GL & HF >:-]

Last edited by Zeph; Apr 02, 2007 at 04:24 PM // 16:24..
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Old Apr 02, 2007, 06:31 AM // 06:31   #2
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Very nice job, thanks for the build!
Will this also work for Foundry?
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Old Apr 02, 2007, 08:53 AM // 08:53   #3
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Quote:
Originally Posted by lauratos landof
Very nice job, thanks for the build!
Will this also work for Foundry?
It's very spawn dependant in the foundry. If the packs spawn close then you have no where to run when SF ends, and the last things you want when you have 41 health is a rage titan running towards you. Another problem is the amount of damage they do with shockwave, if a few hit your at once your dead, fast.
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Old Apr 02, 2007, 09:10 AM // 09:10   #4
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Hm looks difficult, anyway im gonna give it a try
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Old Apr 02, 2007, 10:32 AM // 10:32   #5
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is it hard with a PUG? i think communication is key in this teambuild
ts would be great ^^
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Old Apr 02, 2007, 09:41 PM // 21:41   #6
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Good job with the build. Have you tried using it in Gloom also? It might be more of a pain though because of "call to tourment".
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Old Apr 02, 2007, 11:18 PM // 23:18   #7
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Is a monk really necesary?? Or is it also possible with 3 ele, like:

2 fire ele
1 earth ele with shockwave, dragon stomp/earthquake, aftershock?
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Old Apr 02, 2007, 11:30 PM // 23:30   #8
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Quote:
Originally Posted by jbwarrior
Is a monk really necesary?? Or is it also possible with 3 ele
Yes it's possible with just ele's, infact the ele's do the most dmg so the build is at it's strongest with just ele's but the monk is handy for a res, otherwise it's very longwinded having to bring the hero monk to the front all the time, not to mention a lot more risky while trying to res from a tight place. A hero monk has the habit of being unpredictable when things are close and can make resing a lot more tricky than with a real player.


@ Captain Jager: Yeah it works ok in gloom, the packs didn't seem to be a problem at all. We didn't try to clear it all though due to lack of time on the night we tried it but we did clear a lot of the packs. We were more worried about the part where you have to keep the whispers guy alive tbh, I don't think things would have gone well there.

Last edited by Zeph; Apr 02, 2007 at 11:40 PM // 23:40..
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Old Apr 03, 2007, 12:18 PM // 12:18   #9
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you can add a ranger/ritu for earthbind + brambles, should add just a bit of + dmg and longer kd, AND you can use recall instead of just SoH + dark escape.
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Old Apr 10, 2007, 03:19 PM // 15:19   #10
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I like this 3-8 man city build a lot, the problem is only there is (almost) no one that knows this build, so it's very hard to find a good team, to do this.
Is it also possible to make a short video, about how to approuch the mob's?
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Old Apr 10, 2007, 06:54 PM // 18:54   #11
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me and my guildies/alliance did this build 3 e/a's, 3 m/a's, 1 n/a's and a rit (just cause). Very fun build. we finshed city so darn fast and it was a lot of fun beacuse everyone gets to attack. Neways the way u approach the mobs is when they bunch up together, that when u tele in. then cast away
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Old Apr 11, 2007, 05:50 AM // 05:50   #12
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I've been spamming this in DOA...

-----------------------
Starting Shadow Form grp :: Tor'qua (ele , monk) join up 2/8 (I will ping the builds)

or

Shadow Form Grp :: tor'qua (E/A, Mo/a) join up 2/8
-----------------------


I Managed to make a PUG and we got to the gate, i had to teach them the skills used in this thread ( but we added glyph of sacrifice for MS).... the team got golds and gems.



--> I encourage you guys to spam a similar Grp invite, so people will start knowing what this is


Zeph, Thanks for the team build, as i am sick of dualing Gloom... plus its so much more beautiful to watch bigger grps die from Ninja Atomb Bombs...
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Old Apr 11, 2007, 10:40 PM // 22:40   #13
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Been testing out this build:
Quote:
Deaths Charge
Blood Renewal
Dark Aura
Blood of The Aggressor
Wallows Bite
Shadow Form
Shadow of Haste
Dark Escape

11+1+3 Blood
6+1..3 Death
12 Shadow
Manage to get Margonites to around 66-80% before shadow form runs out or QZ leaves me dry.
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Old Apr 12, 2007, 01:41 AM // 01:41   #14
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Can any one take me along with them next time they go and show me how to do it? I try to look for a group but no one want me
My ing name is deadly beauty ill
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Old Apr 12, 2007, 02:24 AM // 02:24   #15
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Would it be better to bring along something like Holy/Stonesoul Strike instead of Rebirth on the monks? At least that way you can cause some additional spike damage onto the foes knocked down by MS.
At a guess you don't really get into that many problem that would require Rebirth on everyone if after every attack the whole team shadow steps back and runs off well out of range.

This does look like quite an interesting build. But how long does it take to finish off Lord Jadoth?

Craero, thats not really close to the damage you'd gain from the Ele or Monks i'm afraid. You might be able to add a Shadow Form trapper (theres a thread in the ranger section on it for trapping Gloom) purely because of the range on the traps, but in terms of DPS, those 2 builds are probably the highest ones without using an elite.
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Old Apr 12, 2007, 06:56 PM // 18:56   #16
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Zeph you also tried it in other area's in DoA or somewhere else?
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Old Apr 12, 2007, 08:33 PM // 20:33   #17
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Quote:
Originally Posted by jbwarrior
Zeph you also tried it in other area's in DoA or somewhere else?
Yeah, a few places.

Gloom - It works in that it's easy enough to take the packs down, but you probably couldn't complete the quest.

Veil - Can clear the packs on the plain, which is not a bad farm actually because they drop torment gems and they are still selling for 6k-7k/e. But it can't handle the quest because the hungers touch attacks kill you in seconds.

Foundry - Not good here. It can take the 1st pack of margonites easy enough but the rage titans destroy you with their shockwave.

Fow - Child's play. Can clear almost all of fow. Might struggle with the spider cave though, never tried it. Can take the cave spiders that drop down in the forest but the ones in the cave might be too much hassle. It clears the beach, plains, forge and everywhere else we tried down there. 2 people can easy clear Fow with this build.

UW - Can do it but it got too boring/slow so we left before we even finished killing the cows.

It's pretty versatile.

Quote:
Originally Posted by Evilsod
At a guess you don't really get into that many problem that would require Rebirth on everyone if after every attack the whole team shadow steps back and runs off well out of range.
The main cause of death are the dervish, they are the only ones that hit through SF and they hit hard. It is easy miss count how many are in the packs when you get in front of the city because the numbers are so large and the packs are moving about a lot. So for that reason a couple of rebirths would be useful, other than that the other monks could take another damage skill.

Quote:
Originally Posted by Evilsod
But how long does it take to finish off Lord Jadoth?
A good few hours start to finish with 3 of us. But we did have a stop half way through to go eat and then carried back on after that, plus we were working it out as we were going along and taking it careful because we didn't know what would popup where. Jadoth himself took about 10-15 mins, which could have been a lot shorter but one of us died while taking him down so it slowed us down a little. He is a cool piece of work, you really need to see him to appreciate the sheer size of him... he is huge. And his spear attack reaches about half a radar width....hence the death while taking him down.

Last edited by Zeph; Apr 12, 2007 at 08:45 PM // 20:45..
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Old Apr 12, 2007, 09:11 PM // 21:11   #18
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We have tried this in the Dejarin Estate,Colonel Clutz n Colonel Custard do a Linford most of the time,Lulu stands on the troll a lot,but if you can pull Dwayna out of her love nest she aint 2 hard to take down.

Sulaco..
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Old Apr 12, 2007, 09:28 PM // 21:28   #19
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Quote:
Originally Posted by moshlicky
We have tried this in the Dejarin Estate,Colonel Clutz n Colonel Custard do a Linford most of the time,Lulu stands on the troll a lot,but if you can pull Dwayna out of her love nest she aint 2 hard to take down.

Sulaco..
Oh, yeah. And there.

No dwayna's grace though.
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Old Apr 12, 2007, 11:08 PM // 23:08   #20
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I usually go ELE... but i noticed it was hard to find monks with shadow form...

So I went monk...

The Ninja Rebirth incident....

I accidentally discovered something... a party member died.... so i cast shadow of haste to go to him...then shadow form.... it took me a while to get to him then i cast rebirth, by pure luck as i was finishing casting rebirth my shadow of haste was blinking..... so when i finished rebirth i jumped back, along with the guy i was rezzing.....(so he was rezzed back where i started shadow of haste)

If only i could time this it would be an awesome way to recover a party member who has attacked too deep and died.

---------------

We almost finished this (tor'qua), but we forgot to start pulling at the boss packs.... we were tired... been playing for 3 and a half on the mish... so we died... bad taste in our mouths (it was a PUG too).

Last edited by Dementiak; Apr 12, 2007 at 11:16 PM // 23:16..
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