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Old Jan 16, 2008, 06:19 PM // 18:19   #1
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Guild: The Benecia Renovatio [RenO]
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Default Gyala Hatchery HM hero/hench

Hi, what are the best henchmen to bring on this mission? My heroes atm are 2SF and an MM with various forms of prot between them- Aegis etc. I tried using Necroway but the N/Rt just can't keep up with how fast the damage comes. I was thinking 2 monks and a ranger, or maybe the Rt? Anyway, opinions etc. or if you too need this mission in hm then pm in game.

Ty

I'm a war btw running the DSlash/FGJ/SY!/TNTF! button mash lolpve build.
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Old Jan 16, 2008, 09:05 PM // 21:05   #2
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Have you tried the backdoor approach? found that necroway worked quite well there. See the Wiki page on the mission for tips on how best to do backdoor.

Don't take SFs.... Instead, try a commited monk and a Ele with something like Sandstorm, Churning Earth, Glyph of Lesser Energy, Ward Against Melee, Ward Against Elements, Leech Sig, Power Drain. If you flag this ele on the turtles, he can keep them up longer.

Kill elementalists immediately. If they get unsteady ground off on the turtles it is game over. You can flag heroes to agro them before they get too close so that they waste the spell and have to wait for recharge, but it is risky, so manage your heroes closely. As a warrior that is tougher to do because once you are fighting it is harder to watch them.... Again, careful pulling on the backdoor approach can take care of all elementalists before the turtles go anywhere...

When we did it, there were two of us with 6 Heroes... necroway, a monk, a paragon, and an ele. We were a Curse Necro and an Epidemic Ranger. Paragon helps out a lot on this mission because the shouts benefit the turtles as well.
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Old Jan 16, 2008, 10:53 PM // 22:53   #3
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Perhaps sabway? The MM on there maintains minions fairly well, and uses them for damage in the best way possible in HM imo. Maybe replace the N/rt with some geomancer with wards.
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Old Jan 19, 2008, 03:55 PM // 15:55   #4
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the trick i used. 2 MM's flag them in the middle of the turtles, and NEVER forget to used smoke canisters, it's pretty much impossible without em.
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Old Jan 19, 2008, 05:02 PM // 17:02   #5
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The real key is the use of the smoke cannister, if you know all the spawns perfectly you can kill 3/4ths of the waves with them. I think I ran 2 MMs + an earth ele with wards and eruption, which absolutely pwned for me in this mission, cast it in the middle of the turtles and their melee is useless for 15 seconds which is more then enough time to get a turtle volley on them. I was using a splinter barrage build with multiple stances so that I could block melee from the turtles and run smoke cannisters around. Normally I would place a cannister to wtfpwn the biggest group while ordering the h/h to hold off another.
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