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Old Sep 26, 2007, 02:24 PM // 14:24   #1
Pre-Searing Cadet
 
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Question Slavers' Exile and Duncan the Black [MERGED]

Discussion, Builds and Tips for Slavers' Exile Elite Dungeon and Duncan the Black


What is Slavers' Exile?


Slavers' Exile is the only elite dungeon in Guild Wars Eye of the North. It consists of a neutral starting area where you can acquire the The Last Hierophant quest and craft Destroyer Weapons.

The four sub-dungeons located in this area are:
  • Justiciar Thommis (Dungeon)
  • Selvetarm (Dungeon)
  • Forgewight (Dungeon)
  • Duncan the Black (Dungeon) - Final
All must be completed to meet the objectives of the quest, The Last Hierophant; however, since your progress through the entire dungeon is tracked in the quest, all sub-dungeons need not be completed at the same time.

The bosses for the first three dungeons must be defeated before the gate leading to Duncan the Black will open.


What is the Pre-requisite for entering
Slavers' Exile?


You must have completed Eye of the North first, otherwise the entrance to Slavers' Exile will be closed.




************************************************** **********

Ok my two friends and I have blown right through the other dungeon parts of Slavers Exile with little difficulty, now we are completely stuck on Duncan the Black. I don't mean the boss... we haven't even been up against him yet! Our party of Elementalist, Dervish and Warrior (along with heroes) are litterally reaching -60 dp within the very first or second group of monsters. So, I'd like to know how you guys (and girls) are conquering this. Any tips would be greatly appreciated.
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Old Sep 26, 2007, 02:42 PM // 14:42   #2
Furnace Stoker
 
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3 words

Very careful pulling
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Old Sep 26, 2007, 02:47 PM // 14:47   #3
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Stay back in the start, let the dwarfs pass you. Then you can pull the one dwarf group just right to you, and then it should be a cakewalk. Watchout for the SP touchers ofcourse
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Old Sep 26, 2007, 03:45 PM // 15:45   #4
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Soil down and kill them all if you aggro.
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Old Sep 26, 2007, 03:58 PM // 15:58   #5
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Quote:
Originally Posted by Zabe
Stay back in the start, let the dwarfs pass you. Then you can pull the one dwarf group just right to you, and then it should be a cakewalk. Watchout for the SP touchers ofcourse
The patrol (="first group") will gank you if you cant beat that group in time, then you're totally /owned . Start with the patrol instead, work down from casters to Cleaver (ressers). You can safely pull the first group when they're coming back.

Watch out for fighting too near the other dwarfs or their priest will start healing the injured too and... then %%&# hits the fan, hard. After these two groups your only worry is the touchers as said :P. Send one person only ahead to wake them up.

edit: why risk it with the other group that is almost stationary .

Last edited by Jaceb; Sep 26, 2007 at 04:14 PM // 16:14..
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Old Sep 26, 2007, 04:01 PM // 16:01   #6
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What Zabe said. I do it with a H/H team and it's critical to let that first group run along and get the second one that's coming slower behind them. Frozen helps to keep them down and speed up the run. If you take too long with that group the first group will come back and then the wipe is certain.

After that I flag the "team" behind me and scout ahead, not too far mind you, for the pop ups. You don't want to pop up more than 6 touchers as it will make things harder. Also, I prefer not to fight touchers and dwarfs together..
With theses things in mind it should be a cakewalk all the way to Duncan.

Sent.-
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Old Sep 26, 2007, 04:17 PM // 16:17   #7
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Had an SV, a warder(Melee, Stability, Elements, Sandstorm), and two rits with spirit spamming skills. Have someone pull groups into the spirits, and beware of the Restless in there. SV typically works well against them. Target the Defenders first, followed by priests, summoners, warders, ect.
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Old Sep 26, 2007, 05:10 PM // 17:10   #8
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The only difficult thing are touchers (tanks/armor are useless there).

I hope that after completing the other parts and other summit dungeons, you'd know how to handle rezzing mobs.
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Old Sep 26, 2007, 06:50 PM // 18:50   #9
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1. Back up the moment you load. For cruelty's sake they made 2 patrols pass over the spot where you load.

2. Once one patrol moves on to the left, set your soil and send the tank to the one on the right. Kill it and continue to the right before the other patrol returns.

3. You have to get past the "doorway" down the hill to the right to be safe from the patrol. That means killing (or standing amidst) at least 1 set of ghosts.

If you've got a slow loader and draw an aggro right off the bat, you will die. You can fight, and maybe kill a dwarf or two, but there's so many you're just going to die. Once things start to go south, yor survivors need to run left and forward to lead the mobs away from the rez shrines. If you don't get them clear of the shrines, you're going to head straight to 60% DP in a hurry.
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Old Sep 26, 2007, 09:52 PM // 21:52   #10
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me and a friend did it with heroes by pulling (if you don't have a ranger-mentality, frozen soil may not occur to you either...it does help with the Stone Summit rez-fest). After you start and get some room, wait for the SS to get to their far reaches of their patrol and spawn the little N/A bastards. clear them first and then pull the SS. The funny thing is that Anet actually planned for some use of [wiki]"Can't Touch This!"[/wiki] with [wiki]Ulcerous Lungs[/wiki]. Does Anet still take that skill seriously (though I will admit to using it on Koss in the Wilds in HM)?

That's pretty much what we did for all the yard trash up to Duncan. When we got to him, we had my Gwen and Olias camp the little corner by the stairs and spam SV, Empathy and Backfire (and that corner's going to get nerfed soon making Duncan rediculous...still only 2500 faction for the dungeon book? 'F' the dungeon book)

Last edited by Voltar; Sep 26, 2007 at 10:18 PM // 22:18..
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Old Sep 27, 2007, 12:14 AM // 00:14   #11
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Lots of good advise here, I'll add that bringing some consumables, and knowing when to use them is a good idea too.

Also make sure you have Spitefull Spirit or Empathy+Backfire as they are among the few skills that actually will hurt Duncan. Most all others just kill your party members.
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Old Sep 27, 2007, 12:27 AM // 00:27   #12
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Quote:
Originally Posted by Voltar
(and that corner's going to get nerfed soon making Duncan rediculous...still only 2500 faction for the dungeon book? 'F' the dungeon book)
Yeah, I am also wondering when they are going to "nerf the corner". It sounds funny to put it like that, but I doubt it will remain the way it is for much longer.
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Old Sep 27, 2007, 01:24 AM // 01:24   #13
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On nerfing the corner:

1. The corner is so incredibly obvious that, IMO, it had to be intentionally designed that way.
2. Even if it's not, given the amount of effort that a-net seems to be dedicating to GWEN, I wouldn't expect to see a nerf anytime soon.
3. If it gets nerfed, so what? The spirits can still be killed/swapped and a few extra wand hits aren't really going to matter to the prot-ed necro(s) doing the killing.
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Old Sep 27, 2007, 06:41 AM // 06:41   #14
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Exclamation Slavers Exile Near Impossible To Complete?

I'm stumped on slavers exile... its not so bad until you get to the dungeon for DUNCAN.... then WHAM finishing slavers exile seems as tho GW:en has handed us the impossible!!! Even after bringing 2 necro (1 SS and 1 SV), Mesmer (Empathy + Backfire and the ranger skill Frozen Soil), 2 monks both healing altho one carrying Protective Spirit, Jora and 2 real players. I'd love to see what kind of "Party and complete Builds" have actually worked here. None of the builds I have tried with my Derv and my friends Glyph of Renewal Fire Nuker have done enough damage to the Summits. Which we all know what happens next... our party is doomed because we now have more summits to deal with in addition to the last 2 or 3 left over from the first group that we weren't able to kill in time. This means death is imminent...
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Old Sep 27, 2007, 06:44 AM // 06:44   #15
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i think ur forgetting obsidian flesh tank...Jora wont cut it there.
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Old Sep 27, 2007, 06:48 AM // 06:48   #16
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Ok, the last dungeon where Duncan waits for you is like the easiest one of them all.
I used to duo run them with a friend, using 6 heros ofc, under 25 min :s.

So I have no idea why you are complaining that part is so hard.
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Old Sep 27, 2007, 07:13 AM // 07:13   #17
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Try going with a full player party of 8... trust me it makes a difference... I am not saying that makes it easy. No way. but it really does make for more options IMHO. especially with everyone getting PvE only skills to aid in the adventure. Pain Inverter FTW.

I do have to agree though the last part of the quest is the easiest. so ... IDK what to tell you. Just keep tweaking those builds and find one that works for ya.
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Old Sep 27, 2007, 07:30 AM // 07:30   #18
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I did the whole thing with H/H last night. There's hard bits, but I found it ok overall. About right for NM in an Elite Dungeon.
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Old Sep 27, 2007, 07:56 AM // 07:56   #19
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There is another post about completing Duncan' Dungeon just here.

General concensus seems to be "Careful Pulling = Win".
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Old Sep 27, 2007, 08:15 AM // 08:15   #20
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i was somewhat disappointed with how easily i was able to roll through it with 6 heroes, cant really say its hard, not with paragons anyway. ran 5 paras a necro and 2 rits
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