Sep 28, 2007, 05:08 PM // 17:08
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#41
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Academy Page
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Did it with hero/hench (just 2 SF eles, mm, illusion hench, earth hench, 2 monks) and me on dervish... took 2 and a half though, getting through the dungeon carefully...
And getting a req 12 generic gold earth magic staff was a bit disappointing. (the boss was hell and the res shrine was a bit far :s)
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Sep 28, 2007, 05:28 PM // 17:28
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#42
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Okay, there's a few good tips in here and if I ever have to do this dungeon again (like with another character), I'll try them out.
Still I think it's a bit long to do and the reward for the time invested isn't enough. I could probably get 4-5 Sep runs done in the time it took to do one SoR.
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Sep 28, 2007, 05:37 PM // 17:37
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#43
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Desert Nomad
Join Date: Jun 2005
Location: RA
Guild: [ODIN]
Profession: N/Mo
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Quote:
Originally Posted by draxynnic
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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You can get to Gadd via Battledepths -> Sparkfly Swamp which is how I accidentally did it.
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Sep 28, 2007, 06:34 PM // 18:34
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#45
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Krytan Explorer
Join Date: Jul 2006
Guild: Defiant Dragons
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I did this dungeon with H/H. Made it through to the final boss with 10% morale boost. Killed the boss, and the entire party was spiked down instantly by corrupted crewmemmbers. Seriously under 10 seconds.
Now at 5% DP, I went back at him. Killed the boss easily, started in on the soul form, and got slaughtered by the spirit spammers.
Keep going. All the way to 60% DP for the entire party. 45 minutes after getting to the final boss, I gave up in disgust.
I was running a dervish, set for sand shards after my first run in the dungeon wound up being a blind-fest. Ogden was a smite monk, Margrid as splinter barrage, and Vekk runnign earth support/damage (wards and eruption- it works well against the enchanteds) both henchie monks, Herta, and I believe Cynn. The dungeon, the enemies, all the way through, were easily beaten with methodical pulling.
After the first 2 wipes, I started pulling all the rangers away from the end boss, one or 2 at a time, and killing them all. That seemed to work better, but as soon as the boss went down, the spirits and cahnneling spike came in, and the party just fell apart. Can anyone tell me where I went wrong?
I seriously at one point took a 350 damage hit from the boss, I think from desecrate enchantments. At 30% DP, that's instant death. He has serious enchantment removal so even pre-prot isn't quite effective (FoC and Chilblains,) and the corrupted crewmembers seem to get their spirits up extremely quickly. I would love to know what I did wrong on a run that was going perfectly until the last boss simply slaughtered the team over and over.
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Sep 28, 2007, 07:04 PM // 19:04
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#46
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Shards of Orr is a bit of an unconventional dungeon. Most of its difficulty is in the build design.
If you go in there with the same build that you use for the rest of the game, it's not at all unlikely that you'll have some problems. The dungeon is designed to be very hostile to certain popular playstyles.
On the other hand, if you go through the trouble of tailoring a build to the dungeon, you can tear through it without much trouble. Large packs of smiting Monks, in particular, tear through the dungeon.
It's essentially a broken dungeon in that regard, since they have to calibrate the rewards for people who tailor their build to powerfarm the place, which makes it terribly unrewarding for everyone else. It's essentially a do-once-and-never-again dungeon unless you have the right characters for it and want to tailor your heroes.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Sep 28, 2007, 10:06 PM // 22:06
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#47
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Wilds Pathfinder
Join Date: Jan 2007
Location: the Netherlands
Profession: W/Mo
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As with most of it just use specific anti-undead builds in this case or some standard cookie cutter builds like a couple of SF ele's. Its all about knowing one or two tricks and it all miraculously becomes easy.
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Sep 28, 2007, 10:37 PM // 22:37
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#48
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Lion's Arch Merchant
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Quote:
Originally Posted by Ensign
It's essentially a do-once-and-never-again dungeon unless you have the right characters for it and want to tailor your heroes.
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Why use heroes if you are just going to put one build on them and never change it? Tailoring your own build (and your heroes builds if you are doing H+H) is the key to success in this game. Saying a PvE encounter is broken because it easiest for those who tailor their builds is wrong.
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Sep 28, 2007, 11:25 PM // 23:25
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#49
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Forge Runner
Join Date: Dec 2006
Profession: D/
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Quote:
Originally Posted by SotiCoto
If you'd care to go into detail (and I mean DETAIL) regarding how you managed to avoid H/H rampaging repeatly through streams of constant poison + damage... then it would be appreciated, as I sure as hell couldn't figure it out in at least one area.
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There's nothing to it. You flag them back a little way from the jet. You then whip out the longbow, pull the mob through the jet (pretty sure they were effected by it too?) and take the fight to them away from the poison.
If there are no mobs near it, what's the problem? Stop - watch squirty poison - walk through when it's done - don't go back. I found that some could even be walked around.
And so you know, i'm a melee char, and although i was limited greatly by all the gay blind, using the H+H setup suggested on the shards of orr wiki page, i got through it fine. If i went back there again, i'd be taking recovery, blind reduction rune, RC monk (which i think i had anyway) and the new eotn monk skill which is a condition version of holy veil (make them maintain it on you, that's a hell of alot of blind reduction )
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Sep 29, 2007, 12:37 AM // 00:37
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#50
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Academy Page
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Quote:
Originally Posted by darktyco
Why use heroes if you are just going to put one build on them and never change it? Tailoring your own build (and your heroes builds if you are doing H+H) is the key to success in this game. Saying a PvE encounter is broken because it easiest for those who tailor their builds is wrong.
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Most of the time the same attribute, because having keep all kinds of different runes and equipement for heroes to get the best setup is a bit hard to do... (as in lack of storage for all that stuff usually)
Anyhow this dungeon can be done with a pretty standard setup with SF eles and MM, just by being careful... this does however take a bit longer of course...
(yes maybe MM doesn't work THAT good in shards of orr... but mine still kinda worked for me...)
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Sep 29, 2007, 01:53 AM // 01:53
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#51
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Frost Gate Guardian
Join Date: Jun 2006
Location: Yorkshire
Guild: GOO
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Oh dear! This is starting to look like the other threads on this dungeon. Lots of this is so easy how are u having so much trouble, thankfully the pvp mob haven`t invaded it (hope I didn`t invite them, if I did f`off).
OK, it`s fairly easy getting to the so called necro boss but having built a team to get there he is a complete and utter "£%ss!"£$^", well it`s not just him and that`s the real problem. Anyone got a real solution they`re willing to explain?
I hate this dungeon.. cost me 20k in buffs and still couldn`t beat the necro boss and his entourage). Not attempting this again till I see a team build that can really handle it, I can`t stand running all the way back there with 60dp (after a couple of powerstones) and picking off the stupid rangers when I could be doing Frostmaw easier.
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Sep 29, 2007, 01:54 AM // 01:54
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#52
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by darktyco
Why use heroes if you are just going to put one build on them and never change it? Tailoring your own build (and your heroes builds if you are doing H+H) is the key to success in this game. Saying a PvE encounter is broken because it easiest for those who tailor their builds is wrong.
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I think it's an awful lot to re-rune all of my Monk heroes to smiters every time I want to do that dungeon to make it a joke. There's a bit of a difference between tailoring your bars to the dungeon and doing full reworks of your heroes equipment just for one dungeon.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Sep 29, 2007, 03:55 AM // 03:55
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#53
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Lion's Arch Merchant
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Quote:
Originally Posted by Ensign
I think it's an awful lot to re-rune all of my Monk heroes to smiters every time I want to do that dungeon to make it a joke. There's a bit of a difference between tailoring your bars to the dungeon and doing full reworks of your heroes equipment just for one dungeon.
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Well I don't have any runes on any of my heroes. Most of them are still using the crappy items they came with too. So tweaking builds is all I have
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Sep 29, 2007, 05:46 AM // 05:46
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#54
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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I was just thinking about one productive suggestion to improve SoR in general (like for people just passing through). Limit the monsters on the first floor to the things you see in the zone you have to cross to get there and put your undead on the second and third floors mostly.
Would that be an agreeable solution for people who aren't trying to finish the dungeon?
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Sep 29, 2007, 09:11 AM // 09:11
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#55
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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 dan-the-noob
There's nothing to it. You flag them back a little way from the jet. You then whip out the longbow, pull the mob through the jet (pretty sure they were effected by it too?) and take the fight to them away from the poison.
If there are no mobs near it, what's the problem? Stop - watch squirty poison - walk through when it's done - don't go back. I found that some could even be walked around.
And so you know, i'm a melee char, and although i was limited greatly by all the gay blind, using the H+H setup suggested on the shards of orr wiki page, i got through it fine. If i went back there again, i'd be taking recovery, blind reduction rune, RC monk (which i think i had anyway) and the new eotn monk skill which is a condition version of holy veil (make them maintain it on you, that's a hell of alot of blind reduction )
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Exactly, the traps a lot of the time end up working for me with clever pulling. Once I aggroed two mobs and they pwned themselves dancing around in a ice jet
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Sep 29, 2007, 01:34 PM // 13:34
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#56
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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Sab's build post gave me the hero I was missing (Thank You)
OAhiYwh8gtJeSzJ3wccWVTuA
I just completed this in 1 and a half hours. Never before I have I done this. Added cynn and devona and the monks plus 2 smiter heros. Me a necro SS with Deep freeze as snare. The end boss still killed me a couple times but I finally completed it
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Sep 29, 2007, 05:24 PM // 17:24
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#57
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Lion's Arch Merchant
Join Date: Feb 2007
Location: Australia
Guild: [DVDF]
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Why change it just because a few people cant change builds and try again.Why not ask for easy mode instead and that way it wont effect us all.
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Sep 30, 2007, 04:48 AM // 04:48
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#58
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Krytan Explorer
Join Date: Dec 2006
Profession: W/
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3 smiter heros > this dungeon.
i did it in like an hr w/ 3 smite monks, the 2 idiots, cynn, and herta (i think).
and space your flagging out at dungeon boss. i don't remember why it helped, except that it did help.
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Sep 30, 2007, 05:01 AM // 05:01
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#59
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: N/
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A note re: Finding Gadd: go in without Lost Souls active. Several of the large spawns (including one near the Encampment exit) are missing, makes going through that first level so you can get on with Asuran stuff way easier. It's quite possible to run it this way; either dodge and use your NPCs as bait, or have enough human players that SOMEONE gets through to the exit.
Last edited by nunix; Sep 30, 2007 at 05:03 AM // 05:03..
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Sep 30, 2007, 08:56 AM // 08:56
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#60
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Desert Nomad
Join Date: Jul 2005
Guild: One of Many [ONE]
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Quote:
Originally Posted by SotiCoto
As it stands though, some parts of the game are much better off done with herohench while others are much better with humans (even PuGs)... and there is little consistancy in that.
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Their intention has *always* been to promote grouping with humans with the better AI players still able to complete everything. You will see that, many of us that are hench (and later hero) players from the very beginning have cleared *a lot* of "impossible" places. Heck, there are Hench players way better than I that cleared some *really* hard missions and bonus (desert and most of the RoF) in prophecies with their main character having no weapons, no skills, and attributes all set to 0 - a feat that totally eclipses my completion of ToPK. It's not going to change anytime soon - I hope as GW2 nears some "Solo" content will be expanded, but until then be happy with 3 heroes - it is more than any of us old timers ever hoped to get.
Quote:
Originally Posted by darktyco
Why use heroes if you are just going to put one build on them and never change it? Tailoring your own build (and your heroes builds if you are doing H+H) is the key to success in this game. Saying a PvE encounter is broken because it easiest for those who tailor their builds is wrong.
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The problem is runes and weapons - I simply do not have the storage to maintain what is needed for the builds. The hero's from GWEN have helped in that I now have enough to expand a little, however I still can't realistically have one of each of many professions (there being four attributes to spread between and three hench), not to mention the number of team builds that need multiple of one attribute line. For example, trying to keep a ranger where they can be a B/P, trapper, and touch ranger - lots and lots of variation, nor are rangers unique in that.
As for the dungeon - also remember that each primary class will play quite a bit different with hench/hero. My Dervish has no real issue with it, however my Necro had a heck of a time simply because all the others died quickly. VERY similar team build, one had few deaths (dervish) the other party wiped quite a few times (necro). I've found that to be true of most of the game, each character is enough different that the hard spots require different builds (including hench/hero load-outs).
Unless someone posts a build that you are irrelevant (and some places have such builds) then one persons advice may be totally correct from their point of view and a miserable failure from another. Heck, I have found places where switching on hero for another goes from party wipe in seconds to a trivial win, let alone larger changes.
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