Jan 23, 2008, 08:25 PM // 20:25
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#101
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Lion's Arch Merchant
Join Date: May 2005
Location: Canukistan
Guild: The Eyes of Ashtabula [Eyes]
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Going to be trying this tonight/tomorrow with Sab's Triad. I'm hopeful.
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Jan 23, 2008, 09:08 PM // 21:08
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#102
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Academy Page
Join Date: Sep 2007
Location: Western MA, USA
Guild: BHG
Profession: E/Me
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It seemed easy for me, and as I've said bfore, a lot of other stuff seemed harder...
I used the 3 necro, Herta, Eve, Lina, and Mhenlo
My bar always had the Arcane Echo, Alkar's, and Pain Inverter... bfore I started using any of the norn blessings.
The only reason I started using UB was due to a "trick" that has since been mitigated. which would give me 2 Pain Inverters until I zoned... *sigh*
Oh well, nothing lasts forever...
I try to use the Brains part of my build and Save the Bruins part to save my butt if it starts to go south, or there is a big group.
Big groups tend to keep up the energy real nice. =)
Good Luck and let us know how you fare...
=)
Last edited by greywolf31; Jan 23, 2008 at 09:16 PM // 21:16..
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Feb 03, 2008, 04:24 AM // 04:24
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#103
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Ascalonian Squire
Join Date: Dec 2006
Location: Missouri
Guild: Charter Vanguard [CV]
Profession: R/
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This mission gave me untold amounts of trouble. Why? Because I wasn't prepared. I managed to complete it the first time simply because, by dumb luck, I was running R/N Touch Ranger and Tahlkora had Protective Spirit. My Entire party, but maybe 1 or 2 heroes had -60%DP and I still finished because I had Tahlkora stand back and use Protective Spirit while I touched away. (Even though it took forever)
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Feb 03, 2008, 04:39 AM // 04:39
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#104
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Jungle Guide
Join Date: Dec 2006
Guild: Goon Squad [LLJK]
Profession: Mo/
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The golems have that skill that makes you invulnerable if you're near them and they're in defense mode, IIRC.
That helped me finish off the Disk of Chaos.
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Feb 03, 2008, 03:35 PM // 15:35
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#105
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Lion's Arch Merchant
Join Date: Nov 2007
Guild: Elician Mercinaries [eLm] Leader.
Profession: E/Me
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Hehe, the other day i decided to do this again to finish a handbook so i could up my norn title a bit, and i discovered something.
Broad Head Arrow is really useful.
Acolyte Jin+BHA=Disk+LolDead. try it, for those of you who are stuck.
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Feb 03, 2008, 04:52 PM // 16:52
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#106
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Jungle Guide
Join Date: Dec 2005
Location: California
Profession: R/
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did this like 3 times on HM with H/H yesterday. I brought:
Mhenlo, Lina, Cynn, Herta.
I set all the Golems to defensive, and brang Sab's uber hero build..
There only two tricky parts:
On level one there is a warrior boss. Make sure you only pull his group, as more than one would cause a party wipe.
And the second is the uber norn death pit. For this, I cleared the left side, then killed any spawns. When I went back down, there were like 20 destroyers bundled in one group. You can do one of two things..
1) Set yourself up as a Splinter Barrage EoE (like for that Margonite farm, or Glint's Challenge farm)
2) Carefully pull the destroyers, and flag heroes/henchmen outside your own aggro bubble. Make sure you immediately revive any fallen golems. Try to take out the dervish boss first. If all the Golems fall, Pull back! The destroyers won't follow far as you might notice. revive the golems one by one. Revive-->fall back-->Revive.
I just thought of #1 right now, it actually might be useful.
For the Disc of Choas, Kill all the surrounding groups. The disc wont kite far, but his friends will. Put the henchmen/heroes near the stairwell, and pull the Destroyers.
The last group will aggro with the Disc, just pull them, then kite them until the disc leaves. When going after the disc, put all henchmen outside your bubble, and aggro the disc. just keep all the golems alive. run if necessary.
I was running Ursan.
Last edited by I Might Avenge U; Feb 03, 2008 at 04:58 PM // 16:58..
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Feb 03, 2008, 04:54 PM // 16:54
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#107
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Academy Page
Join Date: Nov 2005
Location: Charlotte, NC...sadly
Guild: To Danse Macabre (DIE)
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Just be mindful of hero builds, as others have said... I found a Rit Lord more helpful that a Prot Monk hero - Rit spirits protect whole party - but that is a preference of my own and certainly not a requirement.
For the Disk, I used SS, Pain Inverter (+Echo)...
OHH, and before you pull the Disc to the stairs, flag heroes a bit apart from each other - seriously helps against the potential AOE if your Broadhead Arrow ranger misses the chance to interrupt...
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Feb 04, 2008, 04:49 PM // 16:49
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#108
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Krytan Explorer
Join Date: Jan 2007
Guild: The Artic Marauders [TAM]
Profession: W/
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I run hm handbooks and the method i use is
take
1ss sabs
1mm with ps and agris sabs but those 2 skills
1n/rt healer sabs
Earth hench
both monks and 1 person afk
Me r10 ursan with r9 delver title yes this is a key part
when u get to the pit kill first wave on right then the ones behind then flag heros on the left and camp their killing all that come from their and once thats done pull them and if u can pull them to u and hold aggo for a sec then unpin heros and ss will goto work amazingly spam ursan skill i think the shout also gives +15 to minions the usualy can spike when i use it
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Feb 04, 2008, 08:04 PM // 20:04
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#109
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Krytan Explorer
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It seemed ridculously hard at first but by stroke of luck, I found a bug when I did this in HM. There is a bridge in the norn room, if you have one of the golems get shutdown and let them bodyblock along the side of the entrance(their "corpse" still counts as a block), you can hide behind the walls of the bridge without retribution of the destroyers as you slowly nuke or whatever them to death. The Disc just may seem impossibly strong but then again zomgwtfbbq there's prot spirit, if you properly tank it, you shouldn't have a problem slowly waning it's health down.
Last edited by itsvictor; Feb 04, 2008 at 08:07 PM // 20:07..
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Feb 05, 2008, 10:50 PM // 22:50
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#110
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Banned
Join Date: Jan 2008
Profession: E/Me
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Well i took my golems to that ice bridge made two of them die on there so they blocked the bridge so no destroyers can get through From there i nuked them with of course a ranger with winter
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Feb 07, 2008, 10:10 PM // 22:10
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#111
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Desert Nomad
Join Date: Jan 2006
Location: Maryland
Guild: The Mirror Of Reason [SNOW]
Profession: E/Mo
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Sab's triple necro build is really all you need to beat this, it works wonderfully against Destroyers. Tried DD HM for the first time today, had one wipe at the Disc, both other than that it was incredibly easy. Sat outside the pit and then charged the huge warrior/Dervish boss group on level 2 and brute forced them w/ Save Yourselves! spam
If you're having trouble, just...take it slow, that's all. Pulling works wonders (as I discovered on the last level >.<)
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Feb 07, 2008, 11:33 PM // 23:33
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#112
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Krytan Explorer
Join Date: Jan 2008
Location: somewhere, Grinding some l33t titles
Guild: Order of the Divine WoodChuck
Profession: R/
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Quote:
Originally Posted by Taurucis
What about the 600 damage guy at the end? I don't really want to create a party setup that can beat one area but not the last...
My planned party setup is me the Warrior, Talhlkora (RC prot), Sousuke (Dual Attune blind), Zhed (Sandstorm/Ward vs melee) Mhental, Zho, Eve, and Cynn.
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I blaze trought that quest like a walk in the park with this team:
Heroes:
Minion Master
SS Necro
Shut up Mesmer
Henchies
2 monk
2 ele
I call this my steamroller team. Does well about anywhere in normal mode. For your quest this will give you 13 tank to body block while the Mesmer, SS necro and 2 ele do their things. I have so much fun with this team that i sometime pull by running up to the foes and typing: /boo
I'm ranger so i basically go with barrage to keep the h/h company.
Set the 3 Golem on melee and you got some nice tank to help you.
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Feb 08, 2008, 06:11 AM // 06:11
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#113
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Jungle Guide
Join Date: Feb 2006
Guild: Eternal Insight
Profession: D/
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Quote:
Originally Posted by Miska Bow
I blaze trought that quest like a walk in the park with this team:
Heroes:
Minion Master
SS Necro
Shut up Mesmer
Henchies
2 monk
2 ele
I call this my steamroller team. Does well about anywhere in normal mode. For your quest this will give you 13 tank to body block while the Mesmer, SS necro and 2 ele do their things. I have so much fun with this team that i sometime pull by running up to the foes and typing: /boo
I'm ranger so i basically go with barrage to keep the h/h company.
Set the 3 Golem on melee and you got some nice tank to help you.
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Your almost as cool as the Captain and Tenille, but your not quite there
Build for DD:
SS necromancer
N/Rt healer
1 other, optional, preferably either a paragon, or a blinder, or a mesmer interrupter, it's totally optional. The wiki strategy works great on NM. Keep the golems up at all costs, let them take the damage. Interrupt when you can.
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Feb 08, 2008, 02:17 PM // 14:17
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#114
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Krytan Explorer
Join Date: Jan 2008
Location: somewhere, Grinding some l33t titles
Guild: Order of the Divine WoodChuck
Profession: R/
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Quote:
Originally Posted by Mickey
Your almost as cool as the Captain and Tenille, but your not quite there
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Captain and Tenille???
Donny and Mary. Now that was music.
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Feb 11, 2008, 10:14 AM // 10:14
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#115
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Krytan Explorer
Join Date: Mar 2006
Guild: innergalactic gargleblasters
Profession: W/Mo
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put 2 golems on defend 1 on range, a couple of monks, good pulling. If your talking about the area that they come in from 3 differant areas, stay by the rez site and pull to there. grab the destroyers that come down from the left and walla, you got it made. And remember destroyers are almost ammune to fire. I think its about half damage they take if that much.
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Feb 12, 2008, 12:34 AM // 00:34
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#116
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Wilds Pathfinder
Join Date: Jun 2007
Location: long a
Profession: Mo/
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I tried this with 1x SF Ele, 1x N/Rt Healer, and 1x Power Spike Mesmer and me working R2 Ursan (monk primary). Didn't get too far.
Swapped out for cookie-cutter SABway and me, still on Ursan, with Mhenlo, Zho, Cynn, and Talon Silverwing, and pretty much plowed through everything as if on cruise control.
How I love thee Sab!
Oh yeah, I put my G.O.L.E.M.s on Defensive mode, all three of them.
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