Sep 28, 2007, 04:39 AM // 04:39
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#1
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Shards of no m-orr
Insert random rant about this dungeon.
This one needs to be changed a little IMO. It's nuts. And it at least needs two items to drop from the last chest.
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Sep 28, 2007, 04:44 AM // 04:44
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#2
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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[skill]Restore Condition[/skill]
[skill]Judge's Insight[/skill]
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Sep 28, 2007, 04:49 AM // 04:49
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#3
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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One of my hero monks had restore condition. Conditions were still a problem. A ranger also had JI. Still it was a pain in the butt.
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Sep 28, 2007, 04:53 AM // 04:53
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#4
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Pre-Searing Vanquisher
Join Date: Jun 2005
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by Winterclaw
Insert random rant about this dungeon.
This one needs to be changed a little IMO. It's nuts. And it at least needs two items to drop from the last chest.
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Hi, I'm a discussion forum. To open up a thread with this...its just not right. What kind of discussion is going to come of a four sentence post?
What needs changing?
What is nuts?
Why does it need two items from the last chest?
If you can't explain your reasoning, or give anybody anything worthwhile to discuss, then we can just close this thread now, as its not going to achieve anything.
__________________
I like pizza.
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Sep 28, 2007, 05:13 AM // 05:13
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#5
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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1a. The easing back on the conditions a little like blind would help. For example when I'm not getting blinding surged, I would wind up in an eruption. Ran out of that eruption and got hit by another. Lowering the length on blind on that second one would be nice. Either or would be okay, but not both.
1b. Having to rekill a boss is a trick that got old when fighting the lich in proph. Killing the first one and then fighting the soul is fine. But the sould disappearing, the first one coming back, and all the mobs respawning is a bit much.
2. A place to respawn if the boss wipes your party a little closer to the boss would be nice. It's not a lot but it'd help.
3. A first time run through with 4 PCs and 4 henches took over two hours. That's far too long for a dungeon. One hour maybe an hour and a half, for people who are going through it the first time should be a rule of thumb.
4a. It's a masters level dungeon yet the quest reward is little better than the Sep, which can be completed far faster. IMO if they put the masters tag on it, any dungeon should have 2 drops from the final chest.
5. Difficult doesn't always need to equate to time consuming, just in case you think 3 and 4 can't both be done.
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Sep 28, 2007, 05:17 AM // 05:17
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#6
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Ninja Unveiler
Join Date: Jun 2005
Location: Louisiana, USA
Guild: Boston Guild[BG]
Profession: W/Me
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Quote:
Originally Posted by Vilaptca
Hi, I'm a discussion forum. To open up a thread with this...its just not right. What kind of discussion is going to come of a four sentence post?
What needs changing?
What is nuts?
Why does it need two items from the last chest?
If you can't explain your reasoning, or give anybody anything worthwhile to discuss, then we can just close this thread now, as its not going to achieve anything.
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Being a bit harsh eh?
Anyone who's even grazed that area knows what he's talking about. The Shards Of Orr. That area is thick with very formidable undead and for the trouble of going through that, the reward should have been a bit more worthwhile.
But after all, this is Guild Wars.
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Sep 28, 2007, 05:23 AM // 05:23
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#7
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Wilds Pathfinder
Join Date: Aug 2006
Location: Nodnol
Guild: Meeting of Lost Minds
Profession: E/Mo
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It took me 6 hours but I don't think it was too hard. You can pull the boss away from his spawns, so when he dies they spawn back in the room and he's on the bridge.
One of the most interesting bosses so far.
Although the damage is crazy!
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Sep 28, 2007, 05:26 AM // 05:26
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#8
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Ascalonian Squire
Join Date: Aug 2007
Profession: Mo/
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Personally, I really enjoyed this Dungeon. More so than a lot of the others. The end boss was a hoot.
I don't think it's particularly difficult. Just because you can't do it with a full team of heroes+hench doesn't mean it needs to be made any easier.
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Sep 28, 2007, 05:29 AM // 05:29
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#9
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Omega X
Anyone who's even grazed that area knows what he's talking about.
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Which is anyone who's done the Finding Gadd primary quest, since you need to go through the first level of Shards to get to his encampment.
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Sep 28, 2007, 05:48 AM // 05:48
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#10
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Pre-Searing Cadet
Join Date: Sep 2007
Profession: E/
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You might say it's not a "sophisticated" build, but good old SF-ele works wonders in Shards of Orr, trust me...
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Sep 28, 2007, 05:52 AM // 05:52
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#11
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Desert Nomad
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
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Oh yeah, I do remember that. It was the first day of GW:EN and wiki didn't have any info on what to expect. Olias kept picking his nose and whining that he didn't have anything to do, and the entire H/H party though that the fetid smell of dungeons is best removed by standing around one of those air conditioning posts that emit a greenish jet of gas. Might have had a couple of casualties at some point, didn't find it that difficult. Never mind the blind, didn't have any physicals with me, besides Zho who's half-blind to begin with so one could say that she's got some practice ...
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Sep 28, 2007, 06:03 AM // 06:03
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#12
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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Quote:
Originally Posted by Winterclaw
One of my hero monks had restore condition. Conditions were still a problem. A ranger also had JI. Still it was a pain in the butt.
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Master Quest
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Sep 28, 2007, 06:07 AM // 06:07
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#13
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Major-General Awesome
Join Date: Aug 2005
Location: Aussie Trolling Crew HQ - Event Organiser and IRC Tiger
Guild: Ex Talionis [Law], Trinity of the Ascended [ToA] ̖̊̋̌̍̎̊̋&#
Profession: W/
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All dungeons are easy, all dungeons have bad rewards. It's been like that since release. You can easily beat Shards of Orr with pulling and smart hero choice. Hell, I was owning it with just 2 Paragons and a Necro, and the blinds werent stopping me killing in the least...
I prefer paragons since they are better than every other hero combo, so you should all use them too. Try: Song of Purification, Song of Restoration, RC Monk, Earth Hench, Monk Hench, Monk Hench, Interrupt Hench. You'll win. Easily.
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Sep 28, 2007, 07:19 AM // 07:19
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#14
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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[skill]recovery[/skill] helped me a great deal.
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Sep 28, 2007, 07:31 AM // 07:31
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#15
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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I found this very easy since the Undead have a wonderful habit of clumping up in nice tight groups, and as we all know: Ele + Tightly Packed Groups = gg.
I set me and Sousuke up as Earth Eles, and Ogden as a Smiter. Me and Sousuke used Dragon's Stomp at the same time, and I had Ogden use Signet of Judgment...that got most entire groups of Undead down to about one third health and the rest could just be picked off.
Giving them a massive spike of damage before we aggroed them seemed like a much easier way to complete it since you can stand *just* out of aggro range and cast, and meant they didn't mave much time to spread all their lovely conditions before they died.
Quote:
Originally Posted by Omega X
Being a bit harsh eh?
Anyone who's even grazed that area knows what he's talking about. The Shards Of Orr. That area is thick with very formidable undead and for the trouble of going through that, the reward should have been a bit more worthwhile.
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Harsh? Most of what the OP is talking abut has been done to death before. This is a well-ranted-about dungeon and will no doubt continue to be.
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Sep 28, 2007, 07:39 AM // 07:39
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#16
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Academy Page
Join Date: Feb 2006
Profession: Me/A
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Ray of Judgement was horribly effective.
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Sep 28, 2007, 07:47 AM // 07:47
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#18
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Quote:
Originally Posted by Winterclaw
1a. The easing back on the conditions a little like blind would help. For example when I'm not getting blinding surged, I would wind up in an eruption. Ran out of that eruption and got hit by another. Lowering the length on blind on that second one would be nice. Either or would be okay, but not both.
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Bring sight beyond sight, or don't bother with direct melee at all (bear form gogo). Draw conditions or spotless soul works too.
Quote:
Originally Posted by Winterclaw
1b. Having to rekill a boss is a trick that got old when fighting the lich in proph. Killing the first one and then fighting the soul is fine. But the sould disappearing, the first one coming back, and all the mobs respawning is a bit much.
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I thought it was fun. Ran up, killed the boss without breaking a sweat, then had a nice "oh crap" moment when he respawned and I tried to figure out what was going on. Good stuff.
Quote:
Originally Posted by Winterclaw
3. A first time run through with 4 PCs and 4 henches took over two hours. That's far too long for a dungeon. One hour maybe an hour and a half, for people who are going through it the first time should be a rule of thumb.
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It is a master level dungeon, and it is rather long. That being said, I finished in around an hour and a half my first run through without knowing what I was up against. I also tend to spend extended periods of time standing around in dungeons typing inane comments in alliance chat, so maybe an hour total if you cut that out.
Quote:
Originally Posted by Winterclaw
4a. It's a masters level dungeon yet the quest reward is little better than the Sep, which can be completed far faster. IMO if they put the masters tag on it, any dungeon should have 2 drops from the final chest.
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Agreed on this one, dungeon drops in general need looking at.
As for how to beat it, a lot of people have trouble with it because it's pretty much set up to counter the fotm warriors+eles+mm+monks group.
-Bring a spiky AoE, since almost all the mobs start out in neat little bunches, and the warriors like to stay bunched. Splinter barrage is nice, 3 copies of signet of judgement makes the whole dungeon stupid.
-Bring effective prot. Those eles will get some damage through no matter how much you try and kill them before they get you.
-If you have melee, deal with blind. Either stick draw on a midliner, bring recovery, or don't use melee. I ran recovery and 2 melee heroes with blind reduction runes. I didn't even notice the blind spam.
-Lern2kite. The eles and warriors can only deal the real damage when they're up in your face. Don't want to die, run away like a sissy.
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Sep 28, 2007, 08:32 AM // 08:32
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#19
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Jungle Guide
Join Date: May 2006
Guild: Heroic Order of Tyria
Profession: R/W
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I have a mesmer survivor who's going in that dungeon soon (en-route to Gadd's encampment). Any suggestions on a Mesmer build (secondary Ele though, sorry haven't ascended yet )?
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Sep 28, 2007, 08:50 AM // 08:50
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#20
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Quote:
Originally Posted by Sheriff
I have a mesmer survivor who's going in that dungeon soon (en-route to Gadd's encampment). Any suggestions on a Mesmer build (secondary Ele though, sorry haven't ascended yet )?
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FC smiting signets gogo
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