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Old Jun 10, 2008, 02:37 AM // 02:37   #1
Wilds Pathfinder
 
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Default HM'ing Kathandrax

is there a build that involves a 600/smiter which can allow u to HM the whole of Kathandrax dungeon? i have seen people doing that recently and any help is greatly appreciated ty!
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Old Jun 11, 2008, 04:05 PM // 16:05   #2
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pick the standard cof build and add 2 cry necros
works for us everytime
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Old Jun 12, 2008, 03:29 AM // 03:29   #3
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what are cry necros? thanks awfully!!
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Old Jun 12, 2008, 09:08 AM // 09:08   #4
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He could be referring to this:
[Cryway Necro;OAVUMuSZyDTLB5B2g2kXB8BVABBA]
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Old Jun 12, 2008, 10:00 AM // 10:00   #5
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where are the mesmer hexes?
or am i missing something
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Old Jun 12, 2008, 07:56 PM // 19:56   #6
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WTB Mesmer hex. It might work if you adjusted for that but it does require real people.

I've made a 3 attempts at running Kathandrax trying to figure out how myself with a minimal number of heroes. The standard CoF build works mostly, except for a few hitches. 1) The Infernal Siege Wurms don't attack, so a 600/smite setup won't do anything to them, 2) The groups with Wail of Doom oozes + healing rit on level 2, 3) The Flame Djinn with the boss key on level 3. So far I've been struck at 2.

Now I could do what the PRO runners do and charge a full party to bring Ursan to get me over I the humps I can't get past myself, but I like the challenge.
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Old Jun 13, 2008, 02:16 AM // 02:16   #7
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Hmm...... You could bring a runner + normal team.......

Wit my ranger, I run till siege worms and solo them myself and then i run till

lvl 2.....

After tht it gets harder but like i said..... u can run the first and sumwhat the second part....

It normally takes me 20-30 mins to finish run
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Old Jun 18, 2008, 04:21 AM // 04:21   #8
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I did this with my 600 Rit and a monk hero for most of the dungeon. However, you need a full party to beat the Flame Djinn so I brought a full party of hero's and flagged them away except for the siege wurm and the flame djinn. Flag your party at your location (just at edge of where he casts the siege) and just pain inverter the wurm. Bring 3 healers (2 hench and 1 hero to withstand the siege). Same strategy for the Flame Djinn boss. The healin rit is a pain and I think there was a disenchantment spirit as well. I just aggrod the group, targeted the spirit spammer and when he cast disenchantment, pulled the group back to finish them off. Worst case, unflag your heros and they can finish him off. The run there is the biggest downside to this dungeon imo.
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