Nov 14, 2010, 06:31 AM // 06:31
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#1
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Pre-Searing Cadet
Join Date: Nov 2010
Guild: The Raven Alliance
Profession: R/
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Djinn Hunt
I was looking for a solo or H/H build that could effectively take on the Djinn's in HM in the Hidden City of Ahdashim explorable area. I've worked out enough to find that most of the 'classic' H/H builds are useless as many of them rely on fleshy foes that leave their corpses behind for MM bait, and the high DPS of the Ruby Djinn's tends to take out a H/H group very quickly because of how difficult it is to make sure they stay spread out widely enough to negate the effects of AoE.
I'd prefer it if the build were made for a Ranger primary PC. I've spent a couple of weeks trying to perfect this but I just can't seem to get it to come together properly. Really the biggest issue I'm coming up against lately is the pops, which force me further back than I would like to be to avoid them, making me clump with my heroes again.
Thanks for the help.
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Nov 14, 2010, 06:37 AM // 06:37
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#2
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Academy Page
Join Date: Nov 2009
Guild: TtBE
Profession: Mo/Me
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Flagging your heroes away from each other and away from henchmen helps alot, that way you get pulling room and they don't clump.
On the issue of heroes, have you tried 2 rits (one communing, one SoS resto) and a mesmer?
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Nov 14, 2010, 07:04 AM // 07:04
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#3
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Pre-Searing Cadet
Join Date: Nov 2010
Guild: The Raven Alliance
Profession: R/
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Quote:
Originally Posted by Klance
Flagging your heroes away from each other and away from henchmen helps alot, that way you get pulling room and they don't clump.
On the issue of heroes, have you tried 2 rits (one communing, one SoS resto) and a mesmer?
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I'll give that setup a go, see how it works. I hadn't done that way before. Flagging heroes is tough in the area though, with all the pops and small groups. Especially the area you first enter is awful for trying to get your heroes spaced.
Thanks though.
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Nov 14, 2010, 02:08 PM // 14:08
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#5
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Forge Runner
Join Date: Apr 2007
Guild: DMFC
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if you have eotn - pain invertor will help with fire djinns apart from that its a case of carefull pulling and positioning - one thing i found when i was messing with that place was things can depend on your team setup and i found a few times a full caster team was slightly better as you can keep them bk behind spirits as they are ranged - melee always rushes ahead and often they get hit hard by everything and before you know it the melee are down and your party dmg has weakened.If you do use melee then make sure they are flagged back a bit so they can engage foes within your range rather then ahead of.
Popups can be found and remembered as you explore - and i used to pin h/h bk and id slowly edge forward in places i was unsure of and if any popped id run back asap and treat it as a pull and at least 1 foe would be behind me and gain full attack from h/h.
Patience and Caution are 2 good allies and lose 1 you lose both and its downhill from there.
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Nov 14, 2010, 02:53 PM // 14:53
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#6
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Krytan Explorer
Join Date: Aug 2009
Location: Why do you want to know where I live? Pervert.....
Guild: [TRL]
Profession: Me/A
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For yourself: Barrage + Save Yourselves
For heroes: mesmer, with rupt bar (elite skill Panic)
ritualist, with warmonger's weapon, so u even get more rupts
ER Prot, just because its the best healer out there
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