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Old Feb 07, 2009, 04:25 AM // 04:25   #21
Jungle Guide
 
Join Date: Jun 2007
Guild: SCAR
Profession: E/
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only trick to doing dungeons is knowing what type of mobs are in it, taking the right heroes, and having some gimmick for blocking mobs on top of a tank or minions.

As a war... I'd go dslash + SY, or defy pain + AoE axe attacks. Varying with the dungeon, (although honestly in NM it's easy enough that no variance is needed...) I'd then take an icy veins + prots necro, VoR + interrupts + inspiration egain like drain chant and power leech, and either an MM, a motivation para, or an SS + weapons necro. Take the two monk hench, the earth hench, and prob illusion or blood.

All you need to do is find a corner, precast a few prots from the hero on yourself (prot spirit or spirit bond along will suffice in NM,) bring the bad guys to the corner and unflag heroes + watch things go boom.

specifically for frostmaw, its an easy h/h in HM so nm should be a cakewalk. I'd suggest dslash + SY + i am unstoppable + pain inverter on your bar. Then I'd take an MM + resto nec, a n/mo protter with divert hexes elite and lots of cond removal, and either a VoR mes or SS nec. Grab the two monk henchies etc. Trick with frostmaw is just surviving... there is NOTHING in the entire dungeon that even has a self heal (cept healing spring lol) let alone a real heal. If you can handle the spikes... its pathetically easy
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