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Old Apr 19, 2009, 01:37 PM // 13:37   #1
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Default Frostmaw's Burrows Help!

Alright I need some help here and I'm not really sure where to post this.

Me and my friend are trying to complete our HM Dungeon books. We are tackling Frostmaw's Burrows and we are having real problems wth it. We fail on the first and second levels ;_;.

He is a Warrior, currently just using adrenaline boosting skills so he can spam Save Yourselves on our party.
I'm a Necromancer using Assasins Promise + MoP so whatever hes attacking aoe's, along with weaken armor, reckless haste, YMlAD, Ebon Sin Support and Finish Him.

We have tried a few builds, I ran a discord team while he ran a sabway team (Edited a bit so that the hexes and spirits didn't stack on each other) and that got us to about level two. Aoe dominated all the minions so fast and the heroes couldn't stand up to mass aoe from the big groups of eles.

Then we tried a really supportive build which was 6 monk heroes, 3 dedicated to protting healing and 3 dedicated to RoJ with small smite support with Smiters Boon + Smite Hex/Condiiton. This failed pretty hard, aoe just dominated the heroes.

I'm really at a loss on what to try next, I'm open to any suggestions. Googling/looking around has found so little, except that its' very hard to complete with H/H which isn't that great. Thanks in Advance.
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Old Apr 19, 2009, 03:11 PM // 15:11   #2
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I did it with my warrior as a D-slash SY-spammer, and my friend as an AP spammer with discord heroes, and I was running sab necros with [Revealed Hex] and it worked like a charm. Just pull carefully and bring enough hex removal and you should be fine.
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Old Apr 19, 2009, 03:16 PM // 15:16   #3
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I'm wondering what we did wrong then. The AoE in the second level totally dominated us. We had the Wurm things coming out and knocking us all down while the Drakes seemed to wipe up with mass aoe.
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Old Apr 19, 2009, 03:29 PM // 15:29   #4
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You just need to be careful with aggroing, that's what usually leads to party wipes there. Once you know the spawn points for wurms and incubi, it's even easier. You should also have interrupts and/or hex removal to counter Wurm Bile.
Good luck with the dungeon, hope you get one of those rare end-chest drops.
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Old Apr 19, 2009, 04:03 PM // 16:03   #5
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- It's worth considering bringing a [[Barrage] ranger with [[Warmonger's Weapon] in order to have wide spread interruption. Also when the Frostmaw Spawns appear, they often appear with 3-4 Frost Wurms at the same location. This strategy can kill them within 30 seconds.
- [[Mark of Pain] also works very well on the multiple wurm spawns, while [[Pain Inverter] can near-instantly kill a wurm that managed to get off the Wurm Bile hex.
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Old Apr 19, 2009, 06:32 PM // 18:32   #6
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Originally Posted by Chocobo1 View Post
I'm wondering what we did wrong then. The AoE in the second level totally dominated us. We had the Wurm things coming out and knocking us all down while the Drakes seemed to wipe up with mass aoe.
1. I'm a little puzzled that you're failing, since you seem to be taking good builds for this dungeon.

2. Have your friend run HB+WW and call your MoP for him. You should be able to insta-kill the huge masses of worms this way.

3. Stick a ranger hero in there somewhere for interruption. BHA + DShot. Both worm bile and worm siege can be shut down this way, and it makes Frostmaw herself a breeze.

4. To counter worm bile: First, be proactive. Better to interrupt or kill the worms before they get it off. Second, make your friend take one for the team. The worms tend to target the nearest foe with their bile. So use positioning to make sure that the bile hits just one target instead of your whole party. Third, removal. Make sure to pack Inspired Hex on a hero, and probably Foul Feast + Infuse COndition on a minion bomber. That will give you a chance at surviving if your bunched-up heroes do bite a worm bile.

5. I'm not sure you're taking the easiest path through. The only drakes I remember needing to fight is the very first mob on level 1. Study the maps on wiki for an alternate path.

6. Do it a couple times on NM to memorize the locations of the worms, incubi, and surprise patrols so you know where you need to pull and where you can just charge ahead.
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Old Apr 20, 2009, 01:18 AM // 01:18   #7
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^ Thanks so much for the advice.

Our problem with the Sabway/Discord team was that we got Dp'd out when trying to fight the drakes on the second level of the dungeon. There didn't seem to be a way around it, there was Ice elementals to the right and Drakes infront in a sort of crossroad path. When we engaged the drakes they just dominated our team fast.

So are we forced to avoid fighting drakes as much as possible, or do we need to revamp? We had no problems killing with this build but we couldn't survive for very long once they drakes began targeting our heroes.
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Old Apr 20, 2009, 03:59 AM // 03:59   #8
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we got Dp'd out when trying to fight the drakes on the second level of the dungeon.
For the second level, take the left door in the first room, and continue to take the leftmost path as you continue. No drakes at all.
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Old Apr 20, 2009, 04:10 AM // 04:10   #9
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We managed to actually get to the third level using the Sabway/Discord team. We were going well until we agrod a frostmaw spawn group and they dominated us. The problem is the warrior isn't holding agro, the monsters eventually run past him, then dominate all the necromancers. Then when you respawn you have no minions, so there is so little to tank the aoe.

Last edited by Chocobo1; Apr 20, 2009 at 04:13 AM // 04:13..
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Old Apr 20, 2009, 04:30 AM // 04:30   #10
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I remember when i did it, i went as an AP caller. Took technobabble and a ranger hero with barrage and it did help a bit to slow down the damage output of the caster mobs (since, if i remember, are usually balled up or at least not too spread out).

As far as the rest of my team goes im not entirely sure, but i reckon i had a SH nuker, some sort of heal/prot hybrid monk and my mate was an imbagon with some other random heros. Hope i could have been of some help....i feel i was much too vague
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Old Apr 20, 2009, 06:22 AM // 06:22   #11
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I can predict what the problem is actually: you've not flagged heroes. Drakes and Frostmaw Spawns deal massive AoE damage, and since heroes are so good at bunching together they are also excellent at dying together.

Solution: flag heroes to split up. Since you've got 2 humans 6 heroes, you'll be able to flag all 6 heroes apart (unlike with H/H, where the ball of four henchmen will still be Drake food). Then manually cast Prot Spirit on the Warrior and have him aggro the mob. Don't run too far past where you've flagged the heroes. The Drakes will come closer, and then you call one of them and kill him.

If you're still having trouble message me in-game, I'll be happy to help you out. The dungeon is pretty simple actually - I'd rank it easier in difficulty than Shards, Duncan and possibly Vloxen's - and very doable H/H, so with 2 people it should be even easier.
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Old Apr 20, 2009, 06:41 AM // 06:41   #12
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Wow ok we managed it, we changed our build to the full Discordway and everything was incredibly easy. Wiped maybe two or three times total but it was pretty easy. Our problem was overagroing, since we didn't really know the spawns we would usually get a frostmaw spawn in the middle of another group.

Now that it's done it felt pretty easy, the boss was a joke really with discord spam on him. Thank you for all your help!

(PS We got terrible items at the end ;_;)
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