Nov 16, 2007, 07:37 AM // 07:37
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#21
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Frost Gate Guardian
Join Date: Aug 2007
Location: post ascalon
Guild: Over The [Wall]
Profession: W/
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idc if this has been said but all u need to do is get a tank flag it or flag ure hench back if you are the tank then aggro wait 1-3 seconds for the mob to get hooked and then unflag and let the nukes melt the ooze into bubbly pasty ooze stuff...
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Nov 16, 2007, 08:18 PM // 20:18
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#22
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Wilds Pathfinder
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What nukes would you recomend? I've been using MS/earthquake/firestorm.
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Nov 25, 2007, 05:25 AM // 05:25
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#23
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Ascalonian Squire
Join Date: Apr 2006
Location: Just walkin' on Beale St...
Guild: Fellowship of Greeters (FOG)
Profession: R/Mo
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A while ago I tried to H+H Ooze with Sab's 3 Nec build, and hench of healer, prot, Zho and Herta. Got to the boss, but just couldn't take them down. I've tried other team builds, like having a BHA, and a couple of SF nukers, but nothing had been too effective or durable.
Went back today and used Sab's 3 Nec as a start, but took out the MM and put in a Para/W with a Spear/Command build (SofLightning, WildThrow, UnblockableThrow, Incoming (E), SongConcentration, AnthemDisruption, Sheilds Up, and WatchYourself)(14Spear, 12 Command, 10Tactics). Plus Lina, Zho, Herta and LoSha. The SS had MoP, RipEnchant, Weaken Armour, and Epidemic as a variation from Sab's, the healer was right out of the book.
I played a Sin with Ursan, LtODeld, PainInvert, and the mes PwrSpike.
Made short work, realtively, getting to the bosses. Flagged H+H in a box, with the hench and Para in front corners and SS and Healer N/Rt in the back, used longbow to pull and went into Usan once they started coming.
One trick was to go around the back way (to the far east as shown on the Wiki map) to only fight a few Aggressive Oozes to get to the mini boss, Gloop, with the boss key. Made that work easy.
I and the SS had high 50's DP by the time we got to the boss room, all others were +10.
Tried pulling the bosses but ended up fairly quickly with 60 DP and after trying to scoot the H+H a little too close, wiped, so just said screw it, and took all consumables I had on hand: pwrstone, armor, cup, and essence, resest pulled one and all came, took 2 Prismatics down, and about half of their spawn, before party was overwhelmed (should have done them one at a time, but killing two at once was too fun to stop...). Reset the box and one kill zone, pulled the little guys, then the remaining boss and, after the chest was won, his spawn.
Probably could have only used a stone and essence, but why skimp and take a chance once you're near home plate.
Only the second of 15 (Rragar's was the other) HM dungeons where I've tried Ursan. It is strong medicine. Almost felt like cheating. But I figure, if they make these bosses so fast and powerful, and then give you something like Ursan, Anet is just begging you to use it. Don't mind if I do.
Last edited by Nighthawkeye; Nov 25, 2007 at 05:38 AM // 05:38..
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Nov 25, 2007, 11:17 AM // 11:17
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#24
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Jungle Guide
Join Date: Sep 2006
Location: Europe
Profession: W/
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I've been through quite some Hard Mode dungeons with heroes and henchmen, but this one really sucks, by far the hardest I've seen so far. That group at the first Pressure Plate multiplies x10 or something and starts camping the Resurrection Shrine. Any tips on how to survive that without getting your party to around 50%DP?
Tried going through it with a more balanced party, me using Dragon Slash build with Watch Yourself and Save Yourselves + Pain Inverter. Using a variation of Sab's 3x Necromancer team.=/
Tried Bonding+Obsidian Tank, but it takes ages for the Oozes to gather around me, and whenever the henchmen come in to nuke they immediately seem to lose aggro on me, even with Grasping Earth on them.
Got a Bonder Hero, with Aegis and Protective Spirit, Spiteful Spirit Necromancer with Deep Freeze and Maelstrom and a Broadhead Arrow Ranger with interrupts, Volley and Epidemic. Had 2 Monk henchmen, Herta and Cynn.
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Nov 25, 2007, 12:31 PM // 12:31
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#25
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Frost Gate Guardian
Join Date: Aug 2006
Profession: N/
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spiteful necro with deep freeze and maelstrom? sounds like energy heavy bar. not trying to pick at your strategy, but he/she would be continuously exhausted and unable to get the spells of when they need to. even with soul reaping. those ooze don't die fast unless you got everything under control. and make sure that your heroes are actually using those spells. as i have a situation that happened when i was down there:
---
when i did this in hardmode the first time, i had a fire ele hero equipped with shelter and vital weapon. he did not use either of those rit skills at all. i had to micro all of it. it was bogus.
so just keep an eye once in a while at your heroes bars---they dont tend to use high energy skills unless it is in their own profession and have enough energy to cast it lol :P
this happened to me, so if this was a fluke case, then shame on me i guess, but if it happened to one person it might happen to another.
anyway.
you are the tank.
suggestions: if you need a water ele for wards and must have a deep freeze, take it, but something like warmonger/barrage ranger or choking gas ranger might be better, just keep the target on the earthbound oozes first.
control what surrounds you. that is top priority. make sure you take 1 group at a time.
it is late forgive me i am falling asleep--but here is an idea of what you can bring---order of importance on your part if you wanna take something else priority not listed, go ahead, im just throwin stuff out there.
obs flesh tank pain inverter
bonder hero
ranger choking gas or warmonger/barrage or broad head arrow/epidemic (or power block/ backfire/diversion/etc dom + epidemic mesmer if you take zho henchie)
water ele ward against harm deep freeze maelstrom
cynn
herta
mhenlo
zho (if you take power block mes)
lina (if you dont take mes)-----bonder 2 heal/prot monks ...........slow.....real slow.
whatever you can take that isnt devona and talon---they agg so much stuff. you being an obsidian flesh tank you dont need either one of them
or heck if you dont want to bring a bonder bring a rit with shelter and vital weps at least. rit heroes like vital wep and shelter. eles heroes dont
if you dont want to take either bonder or rit, take all eles and do some great tanking (flagging them back and pull forward when you have them all on you). just make sure ya got 1 water one. or water/earth hybrid. or earth.
be realistic though, you gotta fight thru charr on the way too. or not if you know your patrols.
if these suggestions dont work, leme know and i can read it again when i am not tired ._.
ps.
if you are doing reasonably well with minimal deaths or maybe 1 wipe and a couple deaths, you are doing fine, lol :P just dont go in without powerstones or the like because there is a high chance of a few wipes at the boss. obviously. but if you can get 1 guy down at the boss---you can definitely finish.
also bonders with rebirth are REALLY good idea as they stay out of the way and can res wipes. so try to keep that there if possible.
also------patience! must have that too, as one wipe is not the end of everything!
Last edited by Graphik Desine; Nov 25, 2007 at 12:42 PM // 12:42..
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Nov 25, 2007, 01:14 PM // 13:14
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#26
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Jungle Guide
Join Date: Sep 2006
Location: Europe
Profession: W/
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Okies, thanks for the suggestions, I'll try some later today.=P As for that Necromancer with Water Magic, it was just trying out and it was indeed a bit too energy heavy.XD
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Nov 25, 2007, 08:16 PM // 20:16
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#27
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Ascalonian Squire
Join Date: Apr 2006
Location: Just walkin' on Beale St...
Guild: Fellowship of Greeters (FOG)
Profession: R/Mo
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Quote:
Originally Posted by Milennin
That group at the first Pressure Plate multiplies x10 or something and starts camping the Resurrection Shrine. Any tips on how to survive that without getting your party to around 50%DP?
....
Tried Bonding+Obsidian Tank, but it takes ages for the Oozes to gather around me, and whenever the henchmen come in to nuke they immediately seem to lose aggro on me, even with Grasping Earth on them.
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I think that is the room with the rolling stones. As I recall, there are 3 groups, one on the left in the room with the stones. I left them alone. Then, there are a group that sort of patrols in the poison trap room. And a third off to the left of the door that the pressure plate opens. I left that last group alone too.
I flagged everyone back at the doorway to the rolling stone room, or just inside a bit, then went to the pressure plate and ran back. Once the door was opened, you can see what is in the room with the traps. I found it possible to pull one or two at time, either with a bow, or through the wall with a spell like PainInverter, then quickly, as soon as I shot or cast, ran back towards the h+h, keeping an eye on how many were following.
Once I had only a few on my tail, I would switch to Ursan and try to stop them there, within range of the flagged team.
It took some patience and reflagging the team, but you can work it so you are mostly fighting one or two at the edge of their range, rather than a whole bunch. As you take care of the ones near the door, you will need to more the team closer so you can pull the onezies and twozies patrolling deeper in the poison trap room. If you keep the team along the wall, they will have enough room to stay out of the way of the rolling stones.
In fact, that is what seemed to work best as a general tactic in the whole place, and in all the dungeons, NM or HM.
Break the mobs up a few at a time with careful pulling and flagging and whittle the groups down one or two at a time to the extent that is possible.
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Nov 26, 2007, 01:19 AM // 01:19
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#28
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Frost Gate Guardian
Join Date: Nov 2006
Profession: E/Mo
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I too h/hed this one. Think I used Sab's build but not sure. I'm a caster, and I have always suspected Melee players are at a disadvantage with h/hs. But iI'm not sure.
When I did it there was a lot of sneaking about and minimal enemy engagement. Ooze target priorities are essential and should be IMO ele>mes>necro>war.
I agree not to be disheartened by too much dp.
Are the bosses impossible in HM? No, unless you pull more than one at once. Is it impossible to pull one at a time? Nearly! Use a longbow and it may take about thirty attempts, but you will eventually pull a single boss. Once you've dispatched him (with pain inverter), it's easier to pull the next one by itself (only about 10-20 goes). The third is a doddle.
AS with all HM dungeons, it's a fallacy to think the answer lies in the builds, it's in the priorities and the pull.
Hope this helps!
Last edited by Vamis Threen; Nov 26, 2007 at 01:23 AM // 01:23..
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Nov 26, 2007, 03:17 PM // 15:17
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#29
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Jungle Guide
Join Date: Jul 2007
Guild: Wars
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We did this yesterday with two human players - one ranger (me) with BHA, epidemic, volley and drunken master for IAS, and the other a perma Shadow Form assassin. The assassin tanked all the melee and caster mobs, while I tanked and took out the exploding oozes. Heroes were dual WoH monks, one Midnight/Plague Sending/battery necro, two SS necros, and one WY!/Song+Ballad of Resto paragon.
Most painful part was around the 4-5x Earthbound mobs when aggro leaked. Final bosses were pretty easy. Overall it was relatively easy for a HM dungeon.
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Nov 26, 2007, 06:25 PM // 18:25
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#30
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Banned
Join Date: Nov 2005
Location: Northern California
Guild: HoTR
Profession: N/Me
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I got legendary master of the north a few days ago, and the solution for all of the harder dungeons is always bring sets of the 3 consumables for each level you need them for. Takes away a lot of the frustration, they are fairly cheap, and makes things fast.
That and I went ursan, rest h&h
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Dec 04, 2007, 06:20 AM // 06:20
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#31
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Lion's Arch Merchant
Join Date: Mar 2007
Profession: Rt/
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Help With Ooze Pit HM
A guildie and I set out to do the ooze pit in hard mode yesterday, and we were doing not bad until we got to one room where there was a group like all the others. We aggroed them and within 2 seconds(at least less time then it took for me to cast my first 3 second spell), we had the group of about 8 ooze, as well as about 14 volatile oozes. Not sure if this is a bug or not, maybe they're supposed to reproduce that quickly? Anyway, we were running h/h so I was wondering if someone could give me some tips on how to handle these oozes.
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Dec 05, 2007, 11:43 AM // 11:43
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#32
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Jungle Guide
Join Date: Jun 2006
Profession: Mo/
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gotta kill them quick
best way to be successful in this dungeon is to have one tank and a ton of sf eles in the back - make sure tank aggros and prot up the tank with ps+sbond
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Dec 05, 2007, 01:46 PM // 13:46
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#33
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Lion's Arch Merchant
Join Date: Mar 2007
Profession: Rt/
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They had multiplied to from 6, to about 14-16 within 3 seconds...if they were just nromal ooze reproduction I'd be good, but they dont sac half their health, they just...split.
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Dec 07, 2007, 01:31 PM // 13:31
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#34
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Desert Nomad
Join Date: May 2006
Profession: Mo/E
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mm...you are wrong placebo..the simplest way to do this dungeon is to get 2monks in your guild to do this for you.1 600 and 1 smiter.did this dungeon last night.was way too easy for my opinion.
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Dec 13, 2007, 02:20 AM // 02:20
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#35
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Desert Nomad
Join Date: Oct 2006
Location: USA
Guild: LOVE
Profession: Me/E
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Did it without smiter/600 and without obsi tank or ursan.
Yes, in HM
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Dec 13, 2007, 03:12 AM // 03:12
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#36
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Jungle Guide
Join Date: Dec 2005
Profession: W/N
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1 good tank thats all
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Jan 12, 2008, 08:42 PM // 20:42
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#37
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Wilds Pathfinder
Join Date: Aug 2006
Location: Nodnol
Guild: Meeting of Lost Minds
Profession: E/Mo
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Any tips for Ooze Pit HM?
I've just been trying this now and it's silly. I often hit 60% before I've even got the boss key. The ooze can hit the whole team for 250 armor ignoring AoE damage. Shelter can't help against a whole group of them and prot spirit can't protect your whole team. You can't ward it either, it's just tearing my team apart. I'm now at the boss key, and and on 46% with a few of my henchies on 60%. I've already used one powerstone.
What possible team builds can beat this place?
Thanks
Mazey
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Jan 12, 2008, 10:13 PM // 22:13
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#38
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Frost Gate Guardian
Join Date: Aug 2005
Profession: P/
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It's hard with anything really. But the way i did it, the first big group near the entrance which is usually 8-9 oozes. I rezoned until we could sneak past that because that group always wiped us (dont know what happened really).
We had two Rapid Fire/BHA/Epidemic rangers with pets and Necro/Ritualist with some
Restoration Heals and Mark Of Pain/Enfeebling blood.
Doing it is basically targeting the most dangerous ooze first, probably Earthbound and the Shimmering because they do nasty AoE - these were the most dangerous for my group. Aggressive Oozes are troublesome too, with their touch skill. It's difficult to decide which is most dangerous as they all are.
The bosses were kinda wierd since they wanted to attack the pets instead but in the end we were nearly at 50% dp though because of the extra spawns that ganked us. But before the bosses almost everyone had +10%, minor deaths on monks.. heh. At the boss fight each time one uses that monster skill, quickly change target - they do it alot. It can take almost 5-10min (or longer) to deal with the 3 of them in HM.
PBAoE can work against them very nicely too, [wiki]Putrid Bile[/wiki] and [wiki]Ancestors' Rage[/wiki] - that kind of stuff on the necro for example since they dont have lots of health. I know you asked for builds but perhaps these will be for some assistance, at least for ideas but anyway the Rangers & necro/rit was working nicely when i did it.
Last edited by Jaceb; Jan 12, 2008 at 10:20 PM // 22:20..
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Jan 12, 2008, 11:16 PM // 23:16
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#39
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Forge Runner
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Splinter/Barrage Rangers with Pets (as bait) and a SS Necro are way to go. Take Zho (BHA) and Herta or Cynn and the two hench monks with you.
The pets should soak up some damage for you.
Judging from your Avatar you are going to play an Elementalist, try a Geomancer with Unsteady Ground and use some Vanguard Wards, or just go SF.
Rangers
OgglYVXamGGiqsYY8jhaFHttZXM
Necro
OAhjYwHc4M5BhmloMYH2DV1LGA
or (Dual Desecrate Enchantments - usually not good, but rocks in the Ooze Pit, if I clicked the right build...)
Sorry, just noticed I overwrote one of the builds with the other one...^^
Edit: Added the Dual Desecrate build: OAhjYwHc4M5BhmlwOAHchV1LGA
BTW, if you replace Flesh of my Flesh with Death Pact Signet and die a lot, it is actually of advantage. Because death because of DP-Signet does not cause death penalty to those who die with the guy that got killed.
Last edited by Longasc; Jan 12, 2008 at 11:23 PM // 23:23..
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Jan 12, 2008, 11:24 PM // 23:24
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#40
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Frost Gate Guardian
Join Date: Aug 2006
Profession: R/
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I was lucky enough to find a pug, we did it with an Ele tank and it was a breeze. The rare staff that drops from the end chest sells for quite a bit so once in a while there's a pug to do it... if you can find one go with that.
Otherwise... what Longasc said sounds good to me.
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