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Old Nov 09, 2007, 06:28 PM // 18:28   #21
Wilds Pathfinder
 
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Me personnally I took SS and Weapon of Remedy Necro(Both from Sab's Build) and 1 Smiter did the lvls very well and there was easy. The whole problem was boss I thought at first o it just one. When I killed him another one spawns and im like wtf is this. after getting to 60% Dp we finally got him in hour time, I didn't know I was facing two but after couple trys he went down. The Soul Doesnt regain health he stays at where he was last hit. the whole one heals the non spirit one. So I figure out how to kill him. Note: Bring SV next time make it alot easier /doh. Anyway I beat him so im happy.
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Old Nov 09, 2007, 06:32 PM // 18:32   #22
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I'm in the shards of orr right now using 2 ray of judgment smiters and one warder ele.
Im still not able to survive long against the skeleton elementalists but since i kill them REALLY fast they rarely live long enough to kill one party member

got a nice smiting staff from the collector inside the dungeon since my Dunkoro had none

lets see how the boss will die both smiters carry a flame trap just for the worst case...
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Old Nov 09, 2007, 07:43 PM // 19:43   #23
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3 monk heroes with this set up equals win! Signet recharges much faster the Ray of judgment!

[skill]Signet of Judgment[/skill] [skill]Signet of Rage[/skill] [skill]Bane Signet[/skill] [skill]Smite Condition[/skill] [skill]Castigation Signet[/skill] [skill]Spear of Light[/skill] [skill]Ether Feast[/skill] [skill]Mantra of Inscriptions[/skill]

Drop spear of light for the rez spell of your choice if you wish. Treat them as warriors/casters not healers this is why I have ether feast if you go healing they will waste time healing your party instead of doing damage.
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Old Nov 09, 2007, 08:02 PM // 20:02   #24
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Finally finished this dungeon!
2x ray of judgment + 1 signet of judgment is almost enough to whipe a skeletom group so 3x ray might be enough... shadowstepping into the enemy and using light of deldrimor would be another way to finish them of.

The boss was really hard killing the rangers and normal boss is ok (except if you already have high DP and feast of corruption kills all) but then the soul spawns along with a lot of spirits which killed me pretty fast. reached -60 before finally killing him.

Its annoying how far you have to walk once you died. And always through the poison traps

me using signet + bear club + brawling headbutt was really good for knocking him down frequently and so reducing the damage he dealt.
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Old Nov 09, 2007, 08:31 PM // 20:31   #25
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The Rits that spawn with the Soul form of Fendi Ni are the biggest pain because of their massive AoE damage. Here's a tip to avoid that:

The Rits spawn where the archers died. So you can kill the archers and then lure Fendi Ni across the bridge. Once you kill his normal form, he will transform to Soul form but the Rits will spawn on the other side of the bridge, beyond aggro range. You'll have 10-15s to damage his Soul form before he goes back to normal form. When this happens, the skeleton archers will spawn next to him! Don't get swamped, pick on them at leisure and then lure Fendi Ni back to his original side of the bridge. The Rits will spawn on the other side and you can damage his Soul form in peace. Rinse and repeat.

I hope this helps
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Old Nov 23, 2007, 09:55 PM // 21:55   #26
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Quote:
Originally Posted by Painbringer
3 monk heroes with this set up equals win! Signet recharges much faster the Ray of judgment!

[skill]Signet of Judgment[/skill] [skill]Signet of Rage[/skill] [skill]Bane Signet[/skill] [skill]Smite Condition[/skill] [skill]Castigation Signet[/skill] [skill]Spear of Light[/skill] [skill]Ether Feast[/skill] [skill]Mantra of Inscriptions[/skill]

Drop spear of light for the rez spell of your choice if you wish. Treat them as warriors/casters not healers this is why I have ether feast if you go healing they will waste time healing your party instead of doing damage.
Thanks for this post! I had been looking for a good smiter monk build for this dungeon. (The one I was using was kind of meh... ) I am assuming the Hero AI can handle this or is micromanagement needed?

Also, can anyone give me any advice for the mob in the Graveyard/Torch room? I have no problems with the torches or even with getting out of there without damage, but this motley crew doesn't seem separable. They always attack as one massive mob. I soak up more dp here than anywhere (granted, I haven't gotten as far as the end boss in this dungeon yet... On my most "successful" attempt my dp was rock bottom by the time I got to lvl 3, so I just gave up. )

Last edited by tmr819; Nov 23, 2007 at 09:57 PM // 21:57..
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