Nov 08, 2007, 11:02 AM // 11:02
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#1
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Wilds Pathfinder
Join Date: Oct 2005
Location: Germany
Guild: PaRe
Profession: W/
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Shards of Orr
I still have some troubles with completing the shards of orr. It is quite a difficult dungeon and unlike slavers exile there is usually no one else who would join you for that dungeon. (the only dungeon groups i have ever seen are slavers exile and cathedral of flames )
I think it should be doable like all the other dungeons with heroes +hench or 2guys with 6 heroes.
So far i tried a few skills
judges insight: sounds nice but almost useless because I'm always blinded
wards: might be a good way to deal with all the earth damage that usually whipes your party. I would use ward against harm + elemental + stability and maybe some paragon shouts like stand your ground. But the armor bonus doesnt stack beyond +25 according to wiki so im not sure it makes sense to have more than one or two wards at a time.
ray of judgment: i think a group of about 4 smiters with ray of judgment should be able to kill the undead very fast, but would a hero team use that skill instantly before the enemy group can scatter? And for all non dead enemies a smiter group would have problems because of low armor and damage output.
light of deldrimor: a real killer too bad heroes cant use it
so far im playing a warrior with 2 knockdowns (signet of judgment and brawling headbutt ) in combination with holy strike and stonesoul strike. This works pretty good.
Anyone else who has completed this dungeon with mostly heroes? Any good ideas how to survive the undead groups.
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Nov 08, 2007, 11:28 AM // 11:28
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#2
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Krytan Explorer
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Tried Ursan blessing as warrior?
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Nov 08, 2007, 12:15 PM // 12:15
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#3
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Wilds Pathfinder
Join Date: Oct 2005
Location: Germany
Guild: PaRe
Profession: W/
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Ursan blessing is not that bad but i think against the undead knockdown +holy damage is even better.
I'm sure a 5 bear group with healers would be well able to kill the groups but it's about impossible to find 5people for this dungeon.
One bear alone does not save the team.
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Nov 08, 2007, 12:27 PM // 12:27
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#4
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Frost Gate Guardian
Join Date: Sep 2007
Guild: KoH
Profession: W/N
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I beat Shards with my Warrior (Sword build) using Ursan, 2 Hero MM's, 1 Hero Monk (LoD), and Henchies were Healer, Blood, Protector, Earth.
Didnt have too much trouble really. There were enough pop up spawns to keep MM's creating those mini tanks and Ursan helps take weight off healers.
I will be trying shards in HM with Sab's build to see how it does ...
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Nov 08, 2007, 01:19 PM // 13:19
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#5
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Frost Gate Guardian
Join Date: Jul 2007
Guild: Blade of Souls [BoS]
Profession: E/
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I did it with all hench - 3 smiting heroes and me as an assassins promise / meteor shower fire nuker. Ended up beating it pretty easily in soft mode. Nearly finished it the same way in HM with one other human, but had to stop with Fendi at 50% health.
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Nov 08, 2007, 01:39 PM // 13:39
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#6
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Wilds Pathfinder
Join Date: Dec 2005
Location: Isle of the dead
Guild: [DVDF][LDS]
Profession: P/W
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Did it with the following team
Heroes:
2 x Savannah Heat/deep freeze eles
1 x ray of judgement smiter (with serpents quickness)
Henchies:
Devonna
Both monks
the earth henchy
Me as paragon (but i was basically just there to c+space). 3 Smiting Heroes would probably be better, but my other hero monks were set up as prot and heal so I didn't use them there.
Quote:
Originally Posted by capblye
I will be trying shards in HM with Sab's build to see how it does ...
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Sab's build is based on an overpowered concept (soul reaping), it'll get you to the boss easily. I don't know if anything at the boss actually leaves corpses, if not, that could be a problem.
Last edited by Effendi Westland; Nov 08, 2007 at 01:42 PM // 13:42..
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Nov 08, 2007, 02:25 PM // 14:25
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#7
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Ascalonian Squire
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This Dungeon is doable in HM with 2 men only.
Took me 3 hours, though.
It's all about Smiting.
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Nov 08, 2007, 03:34 PM // 15:34
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#8
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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Take 3 full smite heroes and fill up with 2mo hench, something that interrupts(zho) and herta(you can never go wrong with herta at your side).
You should walk through it pretty easily like this.
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Nov 08, 2007, 04:01 PM // 16:01
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#9
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Forge Runner
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I do not know how 3 human smite monks would do, but for 3 smiter heroes, the AI requires too much babysitting and flagging to become a deadly trap for the undead, IMO...
Having a human dervish player or monk would for sure help, especially the Dervish with Vow of Holy Strength (for damage boost + change to holy damage) or whatever it is called in Melandru Form can do serious damage.
I had neither Dervish nor Smite Monk, but I was a Necro and... did not use Elementalists.
I suggest a 2 humans team, alone is hard already in normal mode.
It works like this:
2xCurse Necro (players) with Mark of Pain, Enfeebling Blood, SS... the usual stuff. The Vanguard Ward (of Courage) is also useful.
3x Splinter/Barrage with Sight Beyond Sight and Pets (low BM only)
3x Monks, 2 LoD/Prot Hybrids, 1 smiter monk with SoJ and Judge's Insight and Smite Condition and other more passive/defensive ways to deal holy damage, active smiting does not kick that much IMO.
I recommend having one guy manage all rangers and the other the monks, or more specifically the smite monk especially.
The first salvo of 3 Barrage/Splinter Weapon Rangers should be done with Judge's Insight on at least 2 of the Rangers, but you may already cast Mark of Pain, the pets might get through and only 1 hit in the middle on a MoP target works wonders.
You are a Warrior, this makes things a bit difficult. Carrying "Shields Up" will help vs Fendi and vs the Archers in general, and going W/Mo for Smiting and Mending Touch or even Bane Signet is an option. You could also take Gladiator's Defense and Deadly Riposte and play the tank under Healing Seed + Protective Spirit. Just some ideas. I have not played this dungeon with a warrior yet, it really does not sound like fun for a melee. Spamming SY should be hard with so much blindness spammed there, which is even worse in HM.
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Nov 08, 2007, 04:23 PM // 16:23
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#10
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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Since you are a warrior make your build to tank it and leave your attack skills for the end. You will always get hit with blind so for this dungeoun I suggest take it as it comes. Build to absorb damage (3 smiter heros make short work of the undead) You will get a chance to kill the floating weapons and the end boss.
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Nov 08, 2007, 04:23 PM // 16:23
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#11
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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Quote:
Originally Posted by Longasc
I do not know how 3 human smite monks would do, but for 3 smiter heroes, the AI requires too much babysitting and flagging to become a deadly trap for the undead, IMO...
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What do you exactly mean with this?
I never have to micromanage my smiter heroes when I use them.
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Nov 08, 2007, 05:03 PM // 17:03
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#12
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Jungle Guide
Join Date: Sep 2007
Location: http://friendsofloa.com/forum
Guild: Leader-Legion of Avalon [LoA] Alliance-Recruiting PM for info!
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Set up one of your ele heroes as a full smiter (I know that sounds odd ).
My Souske uses Ray of Light and it just pwns the undead (imagine 2 or 3 ).
If you're a melee class to take care of blindness change your secondary to derv (unless you're already a derv) dump 12 points into Earth Prayers, take Sand Shards and pick up a scythe. And for good measure-take something to speed up your attacks (Flurry might be good as you're relying on being blinded and damage coming from Sand Shards)-I used Drunken Master myself as one of my heroes had some condition removal. Now when they blind you, everytime you swing you're scythe you're doing 21-23 damage AoE! Not to bad
Depending on your heroes, I would recommend the 2 monk henchies, Cynn and Herta to round out the massive AoE.
Oh-once you get to Fendi Nin, I recommend pulling into the flame traps-just keep her there (if you can-she likes to move around alot) and she'll basically kill herself.
EDIT: I mean Ray of Judgement and just saw someone else recommended it. If you don't have Factions, use Signet of Judgement-not as much damage, but quicker recharge and it's Core.
Last edited by Richardt; Nov 08, 2007 at 05:08 PM // 17:08..
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Nov 08, 2007, 05:55 PM // 17:55
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#13
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Academy Page
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I'm not at my gaming computer, so I can't give you the exact builds, but what I used for NM was myself (Ele) setup as Light of deld + smite signets, don't remember what else. Then I had all 3 monk heroes running smite w/ Signet of Judgement and Mantra of Inscriptions, amoung other skills. I can't find the post that I got this team build from, unfortunately. But the main thing that this did was you find a group of undead, select signet of judgement on all of them, manually target an undead with all 3 of your heroes (sorry, memory is really fuzzy, if that always sends your heroes to aggro, then just walk up and ctrl+click your attack/skill to tell them who to nuke), attack, and watch the fireworks. Oh, and for henchies, the 2monks+Zho+herta setup works well.
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Nov 08, 2007, 07:44 PM // 19:44
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#14
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rattus rattus
Join Date: Jan 2006
Location: London, UK GMT±0 ±1hr DST
Guild: [GURU]GW [wiki]GW2
Profession: R/
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Meh, I'm crap and I did it with Sab's build with my Ranger using Barrage with [wiki]heart of holy flame[/wiki].
Ignore the initial AoE - 30 seconds of Holy Barrage deadens dead things even deader.
Never can work out how killing undead can leave an explotable corpse...
__________________
Si non confectus, non reficiat
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Nov 08, 2007, 07:58 PM // 19:58
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#15
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Academy Page
Join Date: Jun 2006
Profession: W/
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Done this with 3 ppl and heroes....
LoD (me)
Tank (player)
Smiter with gr8 dwarf wep and judges insight...+ other stuff =) (player)
another monk (woh or zb cant remember)
warder
bonder
BHA interrupter =)
rt/n with splinter wep, offering of spirit and br (+ other stuff thats not rly important)
was only a makeshift team build, but we did it with no problems and the tank was hitting up to 300 (hammer + holy dmg /roar)
ward of stability rly limits the eles dmg as they dnt rly use aftershock unless ur kded
lots of fun and no real problems apart from the odd bad aggro
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Nov 09, 2007, 01:14 AM // 01:14
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#16
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Pre-Searing Cadet
Join Date: Apr 2007
Profession: E/Me
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Scourge Enchantment is great for shutting down the cleric's and priest's. It works best with a real person driving it thou.
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Nov 09, 2007, 09:34 AM // 09:34
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#17
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Desert Nomad
Join Date: May 2006
Location: Guildmistress Eve [Me], Guildmistress Azura [N], Guildmistress Azumi [A], Guildmistress Jaina [D]
Guild: Guildmaster Aeron [Rt], Arthas Ironfist [W], Guild: The Tyrian Templars [TTT]
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I went in with 3x hero smiting monks . It was a BLAST!
Mantra of whatever-makes-your-sigs-recharge-faster, Signet of Judgement, Bane Signet, some other signets, Reversal of Damage, Smite Hex, Smite Condition.
The heroes will almost need no energy at all, so no worries there. the Signets do 150ish dmg AoE and KD. Most groups die within mere seconds.
Another idea would be bringing Shield of Judgement and casting it on the tank. Then take a Barrage ranger and cast Judges Insight on him for 150-190 AoE dmg XD. Or let the tank take Whirlwind Attack, Cyclone Axe, Triple Chop and/or Hundred Blades.
If you are having problems getting blinded, you should have brought conditionremovers. The above said Smite Condition works good for that XD.
Somehow, when I had this build in my present bar, Iwas asked to ping my current build when I entered a party for Selvetarm and I got kicked in a second.
Guess the leader should have said what build he needed and I could have changed it. But kicking me showed his noobility in the game, so I was happy not to come with them. Ofcourse I wasnt going smiting, but hadnt bothered changing build, untill I knew what was wanted. Selvetarm might be a good place for smiting as well, since 50% of the foes are undead.
Scourge Healing might also work, since it is also Holy Damage.
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Nov 09, 2007, 01:05 PM // 13:05
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#18
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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Quote:
Originally Posted by Guildmaster Cain
I went in with 3x hero smiting monks . It was a BLAST!
Mantra of whatever-makes-your-sigs-recharge-faster, Signet of Judgement, Bane Signet, some other signets, Reversal of Damage, Smite Hex, Smite Condition.
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LoL. I used the exact same setup(3 smite monks ) and the exact same skills. It's a blast indeed.
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Nov 09, 2007, 05:25 PM // 17:25
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#19
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Wilds Pathfinder
Join Date: Oct 2005
Location: Germany
Guild: PaRe
Profession: W/
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Hey a lot of creative ideas here
Guess i will make another attempt on this dungeon soon. now i only have shards of orr and frostmaws dungeon left. First time hero hench in frostmaws dungeon was ugly snowballs sqashed my team and i had often 2 or 3 groups at once... Guess next time i will be more careful ist a master dungeon for a reason! All other dungeons (except slavers exile where you can easily find a group) are no big problem with heroes.
Quote:
Somehow, when I had this build in my present bar, Iwas asked to ping my current build when I entered a party for Selvetarm and I got kicked in a second.
Guess the leader should have said what build he needed and I could have changed it. But kicking me showed his noobility in the game, so I was happy not to come with them.
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Mostly the people who want to boss others around start new groups the others just look for a 7/8group
the undead leave corpses? maybe well of profane would also be an nice way to deal with the stupid healers. Its realy powerful when encountering prot monks
Last edited by Valeria; Nov 09, 2007 at 05:28 PM // 17:28..
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Nov 09, 2007, 06:20 PM // 18:20
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#20
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Jungle Guide
Join Date: Jun 2005
Location: California
Guild: Shiverpeaks Search And Rescue [Lost]
Profession: Me/
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last time i did this, i think i was set up as a BHA ranger with antidote sig, along with a smite monk and balth derv tanking. 1 or 2 other monks, and the rest various heroes.
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