Mar 05, 2008, 03:47 PM // 15:47
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#1
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Academy Page
Join Date: Dec 2005
Location: canada
Profession: Mo/N
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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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Mar 05, 2008, 04:22 PM // 16:22
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#3
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Frost Gate Guardian
Join Date: Jul 2007
Guild: Blade of Souls [BoS]
Profession: E/
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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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Mar 05, 2008, 05:19 PM // 17:19
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#4
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Krytan Explorer
Join Date: Mar 2006
Location: You should know
Profession: W/
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just get a run from nina and I
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Mar 05, 2008, 06:26 PM // 18:26
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#5
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Wilds Pathfinder
Join Date: Aug 2006
Guild: [SoS]
Profession: N/
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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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Mar 05, 2008, 07:11 PM // 19:11
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#6
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Jungle Guide
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Dontcha know ursan is the answer to everything...
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Mar 05, 2008, 08:15 PM // 20:15
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#7
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Academy Page
Join Date: Dec 2005
Location: canada
Profession: Mo/N
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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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Mar 05, 2008, 08:53 PM // 20:53
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#8
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Lion's Arch Merchant
Join Date: Sep 2006
Location: NYC
Guild: Governors Of Destruction [GOD]
Profession: E/
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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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Mar 05, 2008, 09:36 PM // 21:36
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#9
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Frost Gate Guardian
Join Date: Jul 2007
Guild: Blade of Souls [BoS]
Profession: E/
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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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Mar 06, 2008, 04:39 AM // 04:39
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#10
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Wilds Pathfinder
Join Date: Dec 2006
Location: Vancouver,Canada
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Quote:
Dontcha know ursan is the answer to everything...
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i dont think he wants to use Guild wars on god mode
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Mar 06, 2008, 05:05 AM // 05:05
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#11
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Jungle Guide
Join Date: Feb 2007
Guild: [SNOW] of [YUM]
Profession: E/
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Quote:
Originally Posted by Scar ra
i dont think he wants to use Guild wars on god mode
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Sorry SY and TNTF still have that mantle.
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Mar 06, 2008, 12:22 PM // 12:22
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#12
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Frost Gate Guardian
Join Date: Dec 2007
Guild: Gone
Profession: R/W
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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.
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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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Mar 17, 2008, 01:40 PM // 13:40
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#13
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Academy Page
Join Date: Mar 2008
Profession: W/
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this is impossible for a war even at NM
blinded every sec!!
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Mar 17, 2008, 02:24 PM // 14:24
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#14
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Krytan Explorer
Join Date: May 2007
Profession: E/
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1 ursan with cons, you'll be good
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Mar 17, 2008, 03:54 PM // 15:54
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#15
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Krytan Explorer
Join Date: Jan 2008
Location: somewhere, Grinding some l33t titles
Guild: Order of the Divine WoodChuck
Profession: R/
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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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Mar 18, 2008, 06:20 AM // 06:20
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#16
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Jungle Guide
Join Date: Feb 2006
Guild: Eternal Insight
Profession: D/
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Quote:
Originally Posted by Proff
Dontcha know ursan is the answer to everything...
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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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Mar 18, 2008, 07:41 AM // 07:41
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#17
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Wilds Pathfinder
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Quote:
Originally Posted by eddie2593
this is impossible for a war even at NM
blinded every sec!!
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- Rune of Clarity
- "I Can See Clearly Now"
- Condition removal
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Mar 18, 2008, 09:13 AM // 09:13
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#18
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Administrator
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Quote:
Originally Posted by Washi
- Rune of Clarity
- "I Can See Clearly Now"
- Condition removal
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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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Mar 18, 2008, 01:13 PM // 13:13
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#19
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Frost Gate Guardian
Join Date: Dec 2007
Guild: Gone
Profession: R/W
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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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Mar 19, 2008, 02:20 PM // 14:20
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#20
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Wilds Pathfinder
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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).
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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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