Jan 16, 2008, 06:19 PM // 18:19
|
#1
|
Legendary Korean
Join Date: Aug 2006
Guild: The Benecia Renovatio [RenO]
Profession: W/
|
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.
|
|
|
Jan 16, 2008, 09:05 PM // 21:05
|
#2
|
Academy Page
Join Date: Oct 2006
Guild: Order of the Twilight Mist
Profession: R/
|
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.
|
|
|
Jan 16, 2008, 10:53 PM // 22:53
|
#3
|
Desert Nomad
Join Date: Oct 2006
Location: Southern California
Guild: Charter Vanguard [CV]
Profession: Me/Rt
|
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.
|
|
|
Jan 19, 2008, 03:55 PM // 15:55
|
#4
|
Jungle Guide
Join Date: Sep 2005
Guild: nn
Profession: N/
|
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.
|
|
|
Jan 19, 2008, 05:02 PM // 17:02
|
#5
|
Desert Nomad
Join Date: Jan 2007
Profession: R/
|
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.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 05:05 PM // 17:05.
|