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Old Mar 05, 2008, 03:47 PM // 15:47   #1
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Default Advice for Shards of Orr HM

Can't figure this dungeon. Smiting prayers is suppose to be the answer. But H/H with 3 smiters was worse that regular vanquishing team build.

55 monking out infront of my H/H was working good for a bit. Until I hit a mob with too much degen and teams DP went to hell. Then everytime I lost control of aggro team would be wiped.

Maybe i'll find a real team and ursanway the dungeon....that would feel like i cheated though.
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Old Mar 05, 2008, 04:01 PM // 16:01   #2
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We had the benefit of a guild team the two times we completed it in HM, but for us everyone went X/Monk and we did a Sig of Judgment spike on the enemy monk. With the AOE and double damage the bulk of the mob was obliterated. Clean up whats left. Lather, rinse, repeat
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Old Mar 05, 2008, 04:22 PM // 16:22   #3
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Coordinating the herospike is key. The majority of groups after level 1 are static, so you can setup at your leisure. Flag the smiters in a row, perpendicular to the mob and just out of aggro. Flag hench a bit behind. Precast smiters boon and click ray of judgment on each (so the green arrow appears on the skill icon). Call a target in the middle of the mob and watch the smiters run in to cast and the mob go boom. The power comes from the three rays hitting in a perfectly synchronised way. Don't cast or run into aggro yourself as if the mob sees you before the rays cast then the mob will split and you won't get the benefit of the full nuke. Occasionally there will be a mob or two left with a little health, but your team should be able to cope with them pretty easily.

Moving groups are a bit more of a challenge, but you can still get them if you practice setting up and do it a distance ahead of them but in their patrol path. Just pull the trigger when they get close to your aggro bubble.

If you get any DP, look for static, bunched groups to kill - if you're setting up the spike right then they should all die in one blast, giving you a nice morale boost.

Hardest bit in the dungeon with this setup is the enchanted weapons room on the second floor. You might eat a wipe or two here, but it's definitely doable.
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Old Mar 05, 2008, 05:19 PM // 17:19   #4
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just get a run from nina and I
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Old Mar 05, 2008, 06:26 PM // 18:26   #5
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I have done this dungeon once in HM and once in NM and don't plan on going back. I did it with myself and a guildie. We took one smite hero monk , a healer and prot monk, a Blinding surge warder (stability and elements), a BHA hero ranger, A nuker, I went SS he played tank. It wasn't very hard until the end, probably used 15 honeycombs beating him at the end. Managed to get lucky and keep him by the fire.

The 2 wards really helped out as the wizrds shock aftershock spike wasn't nearly as painful.

This by no means is a featured build but it did prove successful in the long run (although without DP removal we would have been screwed)
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Old Mar 05, 2008, 07:11 PM // 19:11   #6
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Dontcha know ursan is the answer to everything...
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Old Mar 05, 2008, 08:15 PM // 20:15   #7
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Thanxs bifter...coordinated spike is the way to go. Breezed through until Fendi Nin with only 2 party wipes.

Fendi was a different story story. Took +20 party wipes to finish him. Should have brought some consuables to spend things up.
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Old Mar 05, 2008, 08:53 PM // 20:53   #8
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3 ursan, 3 smite heros, 1 heal hero, 1 prot hero = gg

if you control aggro wisely and ball them up, you will breeze right through

(at least in my experience)

i also hero/henched it in HM the first time i did it with me (ursan), 3 smite heros, 2 monk hench, cynn, and one of the other caster hench and it was a bit slower, but doable. aggro control and pulling is key

Last edited by Whisper Evenstar; Mar 05, 2008 at 08:56 PM // 20:56..
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Old Mar 05, 2008, 09:36 PM // 21:36   #9
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There's a trick at Fendi - the rits spawn where the last archer died, so you can kill the archers then lure Fendi a distance away before killing his "invulnerable" form (over the bridge is ideal). When his vulnerable form reverts, the rits will spawn out of aggro, and can be largely ignored. Rinse and repeat. It's not easy to do this trick with Fendi perfectly, but definitely possible to do it with no more than 1 - 2 party wipes in HM with hench (I did).
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Old Mar 06, 2008, 04:39 AM // 04:39   #10
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Quote:
Dontcha know ursan is the answer to everything...
i dont think he wants to use Guild wars on god mode
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Old Mar 06, 2008, 05:05 AM // 05:05   #11
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Quote:
Originally Posted by Scar ra
i dont think he wants to use Guild wars on god mode
Sorry SY and TNTF still have that mantle.
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Old Mar 06, 2008, 12:22 PM // 12:22   #12
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Quote:
Originally Posted by bono
55 monking out infront of my H/H was working good for a bit. Until I hit a mob with too much degen and teams DP went to hell. Then everytime I lost control of aggro team would be wiped.
Try 600 tanking in front of your heros instead.

Take three smite heroes, give one mantra of signets, signet of judgment and arcane mimicry, and the other ones ray of judgment and arcane mimicry. Also, signet of rage will do 300+ damage to the zombie brutes.

Flag your heros back, and once you ball up the mobs, let your heros come in to nuke.

This setup will work fine for most of the dungeon, but will fall to bits when you get to the final boss. Well, you'll see when you get there =P
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Old Mar 17, 2008, 01:40 PM // 13:40   #13
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this is impossible for a war even at NM
blinded every sec!!
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Old Mar 17, 2008, 02:24 PM // 14:24   #14
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1 ursan with cons, you'll be good
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Old Mar 17, 2008, 03:54 PM // 15:54   #15
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I do this one using these builds

Me as Holy ranger

With

2 Holy Dervish

1 protect monk hero with splinter weapon that is casted on me.

2 monk henchies 2 ele henchies and consummables.

Bassically i run up to the mob with the 2 dervish and lauch "Light of Deldrimor" and "Eternal aura". What left of them (usually not much ), goes down pretty fast.

Edited: Im r 9 dwarf and r10 sunspear.

Last edited by Miska Bow; Mar 17, 2008 at 03:56 PM // 15:56..
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Old Mar 18, 2008, 06:20 AM // 06:20   #16
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Quote:
Originally Posted by Proff
Dontcha know ursan is the answer to everything...
I don't think he wants to give up yet.

Bring a Rt/Mes Rit Lord, really helped. Rit Lord, + defensive spirits, + leech signet and power drain + death pact signet. Took alot of pressure off my buddy. And for gods sake, do not try to do this alone, jeez that would suck, find someone to do it with.
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Old Mar 18, 2008, 07:41 AM // 07:41   #17
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Quote:
Originally Posted by eddie2593
this is impossible for a war even at NM
blinded every sec!!
- Rune of Clarity
- "I Can See Clearly Now"
- Condition removal
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Old Mar 18, 2008, 09:13 AM // 09:13   #18
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Quote:
Originally Posted by Washi
- Rune of Clarity
- "I Can See Clearly Now"
- Condition removal
The rune and inscription are going to do nothing to help with the blind. Even in NM, the wizards will constantly spam blinding flash at you so reducing the duration by a couple of seconds won't help. Removing it is only going to take a crapload of energy, you'd need a monk dedicated to wiping conditions on you alone. [skill=text]Sight Beyond Sight[/skill] is much much more useful, though you'll only get 8 seconds out of it (though if you've let off a good ray of judgement spike it's shouldn't be too much of a problem).
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Old Mar 18, 2008, 01:13 PM // 13:13   #19
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Indeed. I went there in hm as a ranger and found myself spamming antidote sig on recharge. Even then I'd be lucky to get in a shot before getting blinded again. I was forced to switch to a longbow to cope. I can only imagine how tough is would be for a war to cope.
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Old Mar 19, 2008, 02:20 PM // 14:20   #20
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Quote:
Originally Posted by Marty Silverblade
The rune and inscription are going to do nothing to help with the blind. Even in NM, the wizards will constantly spam blinding flash at you so reducing the duration by a couple of seconds won't help. Removing it is only going to take a crapload of energy, you'd need a monk dedicated to wiping conditions on you alone. [skill=text]Sight Beyond Sight[/skill] is much much more useful, though you'll only get 8 seconds out of it (though if you've let off a good ray of judgement spike it's shouldn't be too much of a problem).
Cutting blind duration almost in half makes a huge diffrence. Atleast for me. I H/H'ed this dungeon, and the most important thing is careful pulling and flagging, often you can break the groups cause wizards are more aggresive than the rest of the team.
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