Apr 10, 2009, 02:42 AM // 02:42
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#1
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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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Behind the curve in DoA
So a couple of guildies and I are laboring through DoA (I know, it's late to be starting DoA, but they just got a bug about it, and I've never cared...) , and we have come upon a roadblock:
We're running the 3-player/5 hero build (pretty much offa wiki, with some personal changes that we like... I'm running the derv as a ranger, one guy's carrying LB gaze instead of signet, and some other tweaks.)
We've done City and Veil without much trouble. But the 3rd room in Foundry has us stumped: we're trying to pull titans back to the entry door to deal with one group at a time, but for some reason, we keep getting extra groups mid-fight. It even appeared one time that a mob came and jumped us, without our aggro bubbles touching it.
So...any suggestions, either for the heroes or for the room itself? We're a small guild that doesn't have a lot of active members, so "get more guildies" is kinda out.
We're not using consumables...would those make a difference?
thanks in advance.
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Apr 10, 2009, 03:37 AM // 03:37
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#2
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Frost Gate Guardian
Join Date: Oct 2008
Location: Floirda
Guild: [ASH]IGN: Tokyo Hina
Profession: W/E
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cons help a lot
Patrols are always are trouble when pulling anywhere. Learn the patrols plan your attack so that you can wipe out your target group before they arrive, with cons this helps a lot
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Apr 10, 2009, 08:13 AM // 08:13
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#3
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Wilds Pathfinder
Join Date: Aug 2006
Location: Europe
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I know what you are talking about ... probably one of the few spots where teams get the most party wipes ... Generally stick to the wall and don't stand to close to each other ... there are several spots that are relatively aggro free ... pull a mob back should do the trick and yes cons help a lot ... in HM they are a must ... I don't have a map here yet but I make sure to edit the post as soon as I got a decent guilde/ map for ya.
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Apr 10, 2009, 02:54 PM // 14:54
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#4
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Frost Gate Guardian
Join Date: Sep 2008
Location: USA
Guild: ToA
Profession: W/
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The third room in foundry can be quite difficult but the key is to get a good pull to the pillars from the tank then kill quickly. It sounds like and oxymoron but you will eventually aggro the othe groups in the room during the fight. I thought I had a screen shot somewhere of where to tank, if I find it i will post it
Like everyone said cons would help greatly for the numerous reasons.
If you still having problems try to change up your build for more damage, I would suggest pain of disenchantment instead of SS for more dmg vs titans. EoE is a good option if you dont have it already. The wiki build has two n/rt healers with only 1 copy of splinter, I've also run with 2 Rits with OoS (two splinters) and never had a probably with energy. With Rits you can boost the splinter damage up to 17 w/ cons and each splinter will do 70dmg with LB bonus. For even more damage you can bring a VOR mesmer packin some interrupts and he could also bring an aegis to add to the human monks copy.
You mentioned that you were running your dervish as a ranger, I really don't understand why can you explain more?
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Apr 10, 2009, 05:12 PM // 17:12
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#5
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Wilds Pathfinder
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The best spot to fight in the 3rd room is probably the place where you end up if you hug the entire right wall (when you enter from the 2nd room). Let all but 1 party member stand in that corner and when everyone stands there the last party member can enter the room so the enemies will spawn. You can than (carefully) pull groups of titans to that spot.
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Apr 11, 2009, 01:12 AM // 01:12
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#6
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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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Quote:
Originally Posted by toocooltang
The third room in foundry can be quite difficult but the key is to get a good pull to the pillars from the tank then kill quickly. It sounds like and oxymoron but you will eventually aggro the othe groups in the room during the fight. I thought I had a screen shot somewhere of where to tank, if I find it i will post it
Like everyone said cons would help greatly for the numerous reasons.
If you still having problems try to change up your build for more damage, I would suggest pain of disenchantment instead of SS for more dmg vs titans. EoE is a good option if you dont have it already. The wiki build has two n/rt healers with only 1 copy of splinter, I've also run with 2 Rits with OoS (two splinters) and never had a probably with energy. With Rits you can boost the splinter damage up to 17 w/ cons and each splinter will do 70dmg with LB bonus. For even more damage you can bring a VOR mesmer packin some interrupts and he could also bring an aegis to add to the human monks copy.
You mentioned that you were running your dervish as a ranger, I really don't understand why can you explain more?
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Sounds smart. We haven't been having much trouble doing damage...just that the patrols drift over, and we croak.
I'm using a ranger as the derv "tank" for a couple of reasons-- none of them great, but...
1. expertise makes scythe attacks cheap
2. it's one of three characters that finished NF, and has r7 LB and max Sunspear..so the damage bonus is a huge help
3. my primary, the one I most like playing with
4. inherent armor bonus vs. elemental means margonites and titans hurt a little less
5. roughly same energy pool as derv
6. no derv in DoA
we're kinda cobbling our team together from who we've gotten advanced. I'm the only one in the guild with much dervish experience.
Thanks much for all the advice... cons, picking place to fight, different skills. This helps a ton!
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Apr 11, 2009, 06:27 AM // 06:27
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#7
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Frost Gate Guardian
Join Date: Sep 2008
Location: USA
Guild: ToA
Profession: W/
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Ah ok I misread what you typed. I thought it was using a derv as a ranger with a bow. If you are using a ranger try using daggers for the, golden fox strike, wild strike, dblossom and moebius. That dagger chain should allow you spike down single targets fast. If you are going to do that use necro skills like putrid bile, rising bile and icy veins because they cause dmg when something dies. Add dwarven stability and lightning reflexs and you should a 33% IAS and 75% block vs physicals almost all the time.
I also looked at the wiki build and noticed spirit bond was there. I would switch that for PS to allow you to pull better, be careful where you use it because there is enchant removal.
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Apr 11, 2009, 07:25 AM // 07:25
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#8
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by Koning
The best spot to fight in the 3rd room is probably the place where you end up if you hug the entire right wall (when you enter from the 2nd room). Let all but 1 party member stand in that corner and when everyone stands there the last party member can enter the room so the enemies will spawn. You can than (carefully) pull groups of titans to that spot.
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QFT. I can't believe people are suggesting cons and fighting all groups at once when this is so much easier. Just be sure after the pull you continue to hug the wall, or your melee might inadvertendly attract a 2nd group.
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Apr 11, 2009, 11:48 AM // 11:48
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#9
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rattus rattus
Join Date: Jan 2006
Location: London, UK GMT±0 ±1hr DST
Guild: [GURU]GW [wiki]GW2
Profession: R/
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Quote:
Originally Posted by englitdaudelin
1. expertise makes scythe attacks cheap
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Um, no?
Apart from that, that's exactly the same set of reasons why I did DoA with my Ranger
__________________
Si non confectus, non reficiat
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Apr 11, 2009, 01:37 PM // 13:37
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#10
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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Quote:
Originally Posted by Snograt
Quote:
Originally Posted by englitdaudelin
1. expertise makes scythe attacks cheap
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Um, no?
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Expertise lowers the energy cost of attack skills, including scythe skills. 13+ Expertise = 2e Wounding Strike, Mystic, Eremite's, etc. Add in a zealous and it's essentially free, and if you happen to hit three people you actually gain energy.
Anyway, follow Koning's advice; I've never been in DoA with less than 4 heroes (usually 5) and that's always the way we've gone through that room.
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Apr 11, 2009, 05:47 PM // 17:47
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#11
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rattus rattus
Join Date: Jan 2006
Location: London, UK GMT±0 ±1hr DST
Guild: [GURU]GW [wiki]GW2
Profession: R/
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My god - all these years and I was unaware of that fact. I knew about touch skills, but the fact that Expertise affects all attack skills had totally passed me by.
Middle age - just say no
__________________
Si non confectus, non reficiat
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Apr 11, 2009, 06:06 PM // 18:06
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#12
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Frost Gate Guardian
Join Date: Sep 2008
Location: USA
Guild: ToA
Profession: W/
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Lots of good advice here.
There are multiple places you can stand in the third room. I like the door so incase we do get a near wipe we can have a safe place to run and try and rez up. My suggestion would start your runs in foundry and couple times and try different spots. If you fail dont worry about it, it's just a game. My guild runs heroway alot and we still fail every now and then.
P.S. snograt I didn't know that for along time either.
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Apr 12, 2009, 09:20 AM // 09:20
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#13
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Frost Gate Guardian
Join Date: Nov 2007
Profession: W/
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well just before going into third room stay on the right side and walk to the end
and bunch up in corner. assuming your using a imbagon the imba should just stay close on the left side and not bunched up with other group.
for me that is my only safe spot. i wil try to get a screenie for it today
i then always lure the group misery titans first then the anquish. then the group rage finnally the dryders
important to kill misery>rage>dementia spawns fast.
got the screens!!
Last edited by Anime Divine; Apr 12, 2009 at 11:17 AM // 11:17..
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Apr 19, 2009, 06:53 PM // 18:53
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#14
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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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Thanks a ton, y'all. We might be giving this a try tonight (lots of schedule conflicts the past two weeks...)
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