Nov 22, 2009, 03:05 AM // 03:05
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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 P_A_A
Whats the other tip? Blocking him on gate? Something with shadowstepping maybe?
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Permission to tell him?
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Nov 22, 2009, 03:20 AM // 03:20
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#22
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Desert Nomad
Join Date: Oct 2006
Location: USA
Guild: LOVE
Profession: Me/E
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Third tip is:
Spam in this order:
1. PI
2. SV
3. /zrank (for instant 1000*zrank level holy damage)
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Nov 22, 2009, 03:45 AM // 03:45
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#23
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by mage767
Third tip is:
Spam in this order:
1. PI
2. SV
3. /zrank (for instant 1000*zrank level holy damage)
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Hahaha.
No.
The third tip isn't necessary anyway.
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Nov 22, 2009, 06:51 AM // 06:51
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#24
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Frost Gate Guardian
Join Date: Jan 2008
Profession: E/
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Why arent you telling him...?
Anyway, bring earthbind and alot of KDs. Watch him twitch and lag through the whole fight.
Also, fighting in spirit form could be an option.
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Nov 22, 2009, 09:37 AM // 09:37
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#25
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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 ElnoreVarda
Why arent you telling him...?
Anyway, bring earthbind and alot of KDs. Watch him twitch and lag through the whole fight.
Also, fighting in spirit form could be an option.
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Well, now that we know it's easy as breathing without Earthbind, give people the idea, and it doesn't matter that it gets nerfed. It was a fun exploit, but we did it *faster* in HM than NM without it.
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Nov 22, 2009, 12:07 PM // 12:07
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#26
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by ElnoreVarda
Also, fighting in spirit form could be an option.
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In HM it appeared the physicals just died after a while. Both our sin and war died rather suddenly and I'm not sure why.
They could have just stacked up DP without telling us. In any case it's probably better they eat the Touch of Dhuum spell until they die, just so the ERs don't get it.
Having a couple of ghosts should speed things up without hindering the team too much.
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Dec 01, 2009, 02:10 PM // 14:10
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#27
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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It seems to be a rather bad having a suicidal ER healer in HM, I've noticed ;-p
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Dec 01, 2009, 03:40 PM // 15:40
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#28
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by HigherMinion
It seems to be a rather bad having a suicidal ER healer in HM, I've noticed ;-p
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Don't do that again.
That was more tense than was necessary. Although it was quicker with a lot of us as ghosts.
What was our final time? I forgot to check.
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Dec 01, 2009, 08:01 PM // 20:01
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#29
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Krytan Explorer
Join Date: Jul 2006
Location: East Coast
Guild: Soldier's Union [SU]
Profession: N/Me
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If the question is about more than just Dhuum....
1. We clear the mountains before taking any quests other than Clear the Chamber. Make sure your reaper doesn't spawn on an Obsidian Behemoth.
2. Have 1-2 people guard King Frozenwind. We did it with a Sig of Spirits spammer. Took care of strays that got there.
3. Several splinter rangers helped the whole run. I think our team was 1 perma, 3 splinter barrage rangers, UA and HB monks (The HB ran /mes, used arcane mimicry, and had UA and HB active the whole time), one SS necro, and...a minion master, I think. Relatively normal team.
4. Kill quickly.
5. If you have an experienced leader, let that person give the orders and direct traffic.
For Dhuum...
Have DP-removing goodies. Keep your inventory open. Once you're into the fight, let 2-3 people become ghosts. Then chew through your DP removers as the fight progresses. I ran through a ton of honeycombs for it. This keeps health and energy high, so one or two of Dhuum's attacks don't kill a vital teammate.
Think apples, honeycombs, clovers, etc.
Don't panic if one or two reapers die: just keep working.
Make sure your healers know how to manage their energy. They'll get important seconds to breathe during the Dhuum fight, but they need to stay alert and not drain themselves all the way to zero energy
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Dec 01, 2009, 08:20 PM // 20:20
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#30
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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 Xenomortis
Don't do that again.
That was more tense than was necessary. Although it was quicker with a lot of us as ghosts.
What was our final time? I forgot to check.
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1:51 I believe. We had a bad start, but when we got into the "zone" we get better after UWG then it was swift from there. I think there were a few deaths, though. Flair needs to just learn to not die on 4H.
Quote:
2. Have 1-2 people guard King Frozenwind. We did it with a Sig of Spirits spammer. Took care of strays that got there.
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The trick here is for everyone to sit in the middle of the Wastes, where the majority of the dryder spawn. You can get them all without walking more than two feet in any direction. run around, dance past meteor shower and you'll be right.
Last edited by HigherMinion; Dec 01, 2009 at 08:23 PM // 20:23..
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