Nov 30, 2007, 02:06 PM // 14:06
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#21
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Jungle Guide
Join Date: Jul 2006
Location: The edge of reason
Guild: I don't play any more.
Profession: W/E
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Quote:
Originally Posted by John Panda
god, serisoulsy get better an already easy game.
so many people have already beat this game personally i had a little difficulty at the end but that was it if your monks getting spiked they dont need to be in main combat and your warriors need to be up front taking damage.
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Did you read what I said about flaming? No? Good - for me, that is.
"Up front" is arbitrary. If you're in a circular formation, actually everyone could be "up front" for any angle. So let's say I kept my monks in the back and something ambushed me from behind. Just because I'm tanking, I'm automatically in the front? No. There are more than two cardinal directions, dear.
Your post is the kind of post that needs to be deleted, I don't really care for "tis misshions so eazy you noob get better learn to play roffle" crap, if I wanted to hear your battle stories and gloating I'd start a separate thread.
I had Sousuke running as a dual attune blinder - but I don't see how a hero can keep 18 attackers blinded while he's getting beat on by 3 destroyers. Can you?
I've heard that the disc of chaos can kill just about anything it targets in one hit, has Anet been watching cheesy anime lately?
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Nov 30, 2007, 02:37 PM // 14:37
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#22
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Forge Runner
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Quote:
Your post is the kind of post that needs to be deleted, I don't really care for "tis misshions so eazy you noob get better learn to play roffle" crap, if I wanted to hear your battle stories and gloating I'd start a separate thread.
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These aren't war stories, this mission *IS* easy. All storyline missions are very easy even in HM.
Perhaps post your team build, so we can say that you should add Aegis, ward against melee, shields up, prot spirit, shield of absorption, enfeebling blood and similar. Because it's not possible to not beat this mission if you have all that already.
A single prot monk is almost enough to beat this. Almost nothing in GW hits for 500, especially not stuff in DD. They hit for 10% of your health, since you have prot spirit on you.
And yes, there's mesmers that counter enchants and hexes, so you target them first.
Also - how much health do you and your heroes have? Hopefully at least 500, preferably 550.
Quote:
I've heard that the disc of chaos can kill just about anything it targets in one hit
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Protective spirit.
1 warrior with shouts, 1 SS necro, 1 MM, perhaps a dom mesmer, Eve, mesmer hench, 2 monks.
Quote:
I had Sousuke running as a dual attune blinder
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I find blinders (or eles in most of GW:EN) a wasted party spot. They don't do any damage. And they don't prevent enough damage that a single SS with enfeebling can't while still killing everything fast.
Quote:
but I don't see how a hero can keep 18 attackers blinded while he's getting beat on by 3 destroyers. Can you?
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By killing them fast enough so that you never have 18, but only a single group, before the next one arrives. I think they come in waves of 3-6 or so.
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Nov 30, 2007, 02:49 PM // 14:49
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#23
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Jungle Guide
Join Date: Jul 2006
Location: The edge of reason
Guild: I don't play any more.
Profession: W/E
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My friend (a monk) had the monk hero so I couldn't tell their skillbars, but I couldn't see Aegis being used.
I set up something like a Grenth's Balance tank (modified the one for the Norn Tourney) for the previous dungeon Heart of the Shiverpeaks (It's odd, they don't even let you respec after you complete it...)
We could kill every mob as it came, but when 12 came from both sides and then both bosses came, yeah that's a little obvious isn't it?
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Nov 30, 2007, 03:10 PM // 15:10
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#24
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Forge Runner
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Quote:
We could kill every mob as it came, but when 12 came from both sides and then both bosses came, yeah that's a little obvious isn't it?
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In the last wave there's a dervish (I think) boss. Those will always hit hard, there's not much you can do - this is why high health is important.
Prioritize mesmers. Those counter hexes (SS) and your enchants (single mesmer can remove all enchants of same type from your party).
Make sure to have anti-melee conditions. I only use enfeebling blood, since it's cheap to apply and keep up. This alone makes melee managable, even in large numbers.
If you are prepared to micro manage, then bring Gwen with backfire, empathy and enchant removal. Lock gwen on dervish boss. No matter which skill it uses, it'll take lots of damage. Generally, kill boss last. Despite lots of damage, it'll be other mobs that will be hurting you.
Rangers use barrage or BHA. If you're with two players, make sure both of you are spread out. If you're with heroes, suck it up, and rely on Shields up, aegis and possibly other skills to avoid damage.
Make sure at least 2 of your party members have fast condition removal (dismiss, or similar), so you can clean dazed off casters. Ele heroes are notorious forn casting with dazed, getting interrupted, and burning through all energy.
Melee, as said before, should be a non-issue, leave it for last, as long as you have curses necro keeping them weakened, or ele keeping them blind. Wards help a lot here, since they can't be removed or countered.
Additional skills you can bring are watch yourself, various PvE skills that damage destroyers, knockdowns, perhaps crippling skills for melee, even a BHA ranger to counter their mesmers, spinal shivers (with winter), and more.
MM will also work well to reduce the damage, as long as you have enough additional damage. If you run out of minions, MM will hurt you more than help you.
Bring blood reneval. Eve as hench works well for this. It'll mostly help hero casters that don't manage energy well.
LoD still works well on heroes if you also bring holy haste. I find that it works better in the long run since it tends to be better on hero's energy than HB/HP build.
Quote:
I set up something like a Grenth's Balance tank (modified the one for the Norn Tourney)
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For a warrior, go with shouts and damage skills. Grenth's balance as elite is good for solo farming when you're in control. Add an interrupt (for casters) and wild blow (for destroyers of Deeds).
When choosing skills, you need to bring those that have party-wide benefits. Tanking and pulling doesn't work well enough here.
Last edited by Antheus; Nov 30, 2007 at 03:12 PM // 15:12..
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Nov 30, 2007, 03:20 PM // 15:20
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#25
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Jungle Guide
Join Date: Jul 2006
Location: The edge of reason
Guild: I don't play any more.
Profession: W/E
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Anet sure likes to dump you into missions that require HA-like setup, eh? Especially right after you finish a mission where you run 3-4 touch rangers.
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Nov 30, 2007, 06:54 PM // 18:54
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#26
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Wilds Pathfinder
Join Date: Nov 2005
Location: In a cardboard box with Internet
Guild: The Order of the Frozen Tundra (TofT)
Profession: N/
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Quote:
Originally Posted by Taurucis
I am frustrated with both RL and GW and if anyone comes in here to flame, I'm going to flame you right back. All that belongs here, is advice.
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[advice]
No offense meant here, however, If you are having RL frustrations you shouldn't be taking them out on the community. The least of your problems is GW. RL always comes first. Hopefully, GW isn't affecting your RL. If it is maybe take a break from the game. This crap is suppose to be fun.
[/advice]
On-topic to you problem with that mission. We found that if you fight from the point where the rez shrine is (where you first entered that room when fighting the dryders) you can pull much smaller groups to you. Additionally, with a tank you can pull the mobs to the rock and hold them there with the golems.
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Nov 30, 2007, 07:24 PM // 19:24
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#27
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Academy Page
Join Date: Oct 2007
Location: St Louis
Guild: La Cosa Snowstra [SNOW]
Profession: N/A
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you would think if you made it that far in the game you would have some common sense in the game by now and not stand in the middle of all the action. Be patient one group at a time!
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Nov 30, 2007, 07:25 PM // 19:25
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#28
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Desert Nomad
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Others have said it, but don't stand in the pit. Go up the stairs, and then put the golems on the stairs. Let the golems body block the mob (which the stairs are bottlenecking) and then rain down hell on them from above. I did this entirely accidentally (was just trying to find somewhere to stand where I could control aggro) my first time through and it worked like a charm.
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Nov 30, 2007, 07:38 PM // 19:38
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#29
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Jungle Guide
Join Date: Jul 2006
Location: The edge of reason
Guild: I don't play any more.
Profession: W/E
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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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Nov 30, 2007, 07:49 PM // 19:49
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#31
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Desert Nomad
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Quote:
Originally Posted by Taurucis
What about the 600 damage guy at the end?
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Pain Inverter (no matter what level your Asuran rank is) and Spoil Victor, just like every other boss in the game.
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Nov 30, 2007, 07:53 PM // 19:53
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#32
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Forge Runner
Join Date: Nov 2005
Location: Seattle
Guild: Odin's Hammer [OH] - Servant's of Fortuna [SoF]
Profession: R/
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Kill all one group at a time, leave disc. Aggro disc = aggro all. Once you are finaly alone together with disc, make your move.
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Nov 30, 2007, 08:05 PM // 20:05
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#33
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Desert Nomad
Join Date: Jan 2007
Profession: R/
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Its completely possible to stand your ground and kill everything coming at you in the middle. It requires a fast killing speed along with the ability to endure for multiple waves without pause, but its very possible even in HM. If you can't do this, its also very easy to just go up one end, stay there and kill all waves, then pull 1 group at a time from the middle.
I would recommend for this dungeon:
hench setup:
both monk hench
Earth ele hench (She has sandstorm and ward vs melee, why spend a hero slot doing what a hench can do?)
and then either Zho for interrupts or eve for blood ritual during long battles.
for heroes:
Necro with Spiteful Spirit and Enfeebling blood works very well vs destroyers.
Either 2 warrior heroes, 1 warrior hero + a channeling ritualist with splinter weapon, or 1 warrior hero + 1 MM hero.
I recommend either you or a warrior hero make sure to take "Watch Yourself" and "Shields Up" as both prove very useful vs the mostly physical damage mobs. And don't take grenths balance, take an elite that kills things.
Honestly even with a gimped build good pulling tactics should let you win easily, the 2nd day of EotN I did this dungeon with 2 Rodgorts spamming eles and 1 MM hero, this was before I had noticed the 50% resistance to fire and immunity to burning, they went down fine still.
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Nov 30, 2007, 08:08 PM // 20:08
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#34
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Jungle Guide
Join Date: Jul 2006
Location: The edge of reason
Guild: I don't play any more.
Profession: W/E
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Quote:
Originally Posted by Vinraith
Pain Inverter (no matter what level your Asuran rank is) and Spoil Victor, just like every other boss in the game.
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If you get Pain Inverter through Polymock I'm going to put the lamp through the window.
What's the odds on me getting a PuG and winning?
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Nov 30, 2007, 08:26 PM // 20:26
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#35
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Desert Nomad
Join Date: Jan 2007
Profession: R/
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Quote:
Originally Posted by Taurucis
If you get Pain Inverter through Polymock I'm going to put the lamp through the window.
What's the odds on me getting a PuG and winning?
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Get pain inverter (and many other asuran skills) through the cipher questline: The Cipher of Kormir Unfortunately the pain inverter quest is the last of 6 skills you get, but it is that awesome vs any aoe (and most of the destroyers have some kind of aoe) Don't take a PuG, in my opinion thats just giving up.
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Nov 30, 2007, 09:18 PM // 21:18
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#36
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Wilds Pathfinder
Join Date: Jul 2005
Location: Finland
Guild: League of Extraordinary Explorers [LOST] (my one man guild)
Profession: Me/
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The whole questline that gives you Pain Inverter is very easy, if a bit time-consuming. The payoff is definately worth it, though.
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Nov 30, 2007, 09:47 PM // 21:47
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#37
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Frost Gate Guardian
Join Date: Jul 2007
Guild: Blade of Souls [BoS]
Profession: E/
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I just did this a second ago - managed aggro in the norn pit by flagging on the bridge and pulling mobs to me. Wasn't even particularly careful about it - brought in 2 or 3 groups at a time. Went fine - no deaths. I used a bsurge + epidemic build. Pain inverter for the destroyer elementalists.
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Nov 30, 2007, 11:10 PM // 23:10
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#38
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Krytan Explorer
Join Date: Aug 2006
Location: Soviet Canuckistan
Profession: N/
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Am i the only one that hasnt died on this mission... ever? I always set golems to defensive, that way you always get HP and the destroyers loss 100 hp... pretty easy i think
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Nov 30, 2007, 11:26 PM // 23:26
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#39
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Jungle Guide
Join Date: Jul 2006
Location: The edge of reason
Guild: I don't play any more.
Profession: W/E
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Well, this time we're wiping even faster than before, I can't even get past the part where you have to get the Vanguard Rangers.
Whichever of you says that the mission is easy is a liar.
Sousuke was dying in about 4 seconds each time, the mob was taking out my party in about 10 seconds total, this mission is a complete load of BS.
Last edited by Taurucis; Nov 30, 2007 at 11:28 PM // 23:28..
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Nov 30, 2007, 11:28 PM // 23:28
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#40
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Administrator
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W/P God Mode is useful, if a destroyer deals 160 damage to you, it will only be 30 with "SY". GG? Prot Spirit is for the Warrior himself, and with some decent damage it isn't too bad.
IMO the only tricky bit in this mission in the end bit with the disc. Just keep "FGJ" up for as long as you can and keep it on its ass (ass? knocked down anyway). For those that aren't familiar with the build:
[card]Enduring Harmony[/card][card]"For Great Justice!"[/card][card]Enraging Charge[/card][card]Dragon Slash[/card][wiki]Brawling Headbutt[/wiki][card]Steelfang Slash[/card][wiki]"Save Yourselves!"[/wiki][card]Flail[/card]
Last edited by Marty Silverblade; Nov 30, 2007 at 11:32 PM // 23:32..
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