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Old Jul 24, 2007, 10:06 AM // 10:06   #1
Desert Nomad
 
Sophitia Leafblade's Avatar
 
Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
Profession: R/
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Default Moddock Crevice HM

A Guildy and I were having problems doing the Masters on this mission, we had tried Water Eles with various builds like Deep Freeze, Water trident, Crippling shot Rangers and yet the Runners still managed to escape. However then i developed the following builds which seemed to work very well:

Me -
[skill]Crippling Shot[/skill][skill]Marauder's Shot[/skill][skill]Screaming Shot[/skill][skill]Savage Shot[/skill][skill]Read the Wind[/skill][skill]Storm Chaser[/skill][skill]Needling Shot[/skill][skill]Renew Life[/skill]
Tah - ZB Protector
Zhed -
[skill]Invoke Lightning[/skill][skill]Air Attunement[/skill][skill]Lightning Bolt[/skill][skill]Lightning Strike[/skill][skill]Blinding Flash[/skill][skill]Glyph of Lesser Energy[/skill][skill]Gale[/skill][skill]Resurrection Signet[/skill]
Souske -
[skill]Lightning Surge[/skill][skill]Air Attunement[/skill][skill]Lightning Bolt[/skill][skill]Lightning Strike[/skill][skill]Blinding Flash[/skill][skill]Glyph of Lesser Energy[/skill][skill]Gale[/skill][skill]Resurrection Signet[/skill]
Guildy -Same Build as me
Guildys Zhed - Same as my Zhed
Guildys Souske - Same as my Souske
Guildys Dunkoro - WoH Healer

I was using a Flatbow for much of the mission and had a Vampiric Longbow for increased damage for the Runners Part.

Take the start of the mission nice and easily and taking 1 group at a time, since the patrols there can mass swarm on you if ur not careful. Disable Gale until you arrive at the runners. Stop with them in sight but not far enough to trigger them running . Both Players reenable Gale and Disable Blinding Flash and then lock there Heros onto their targets 4 on each runner, ie me and my heros took the right hand runner, my guildy took care of the left hand one. Once ready Prep up, and then charge out with storm Chaser and Fire Cripple shot in the 1st shot, The runners wont start running stright away use this time to go slightly ahead of them and then cripple them again, then target everything into them alternating cripple with normal attack skills(Screaming shot for bleeding, Crippling, Marauders, Crippling). and then once there under 35% begin firing off Needling (3 Needlings to 1 Crippling shot). Then disable Gale again and reenable Blind and continue the mission as normal. I would be interested how others have taken out the runners, and i hope this gives others a few good ideas when they do this mission.
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Old Jul 24, 2007, 01:16 PM // 13:16   #2
Jungle Guide
 
Milennin's Avatar
 
Join Date: Sep 2006
Location: Europe
Profession: W/
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I think it's easy enough to kill the two Runners with both players having one Hydromancer equiped with [skill]Mind Freeze[/skill], and one other Water snare, like [skill]Shard Storm[/skill]. Just disable all other skills on them at the Runners, so they keep snaring them and give you enough time to finish them off.

Last edited by Milennin; Jul 24, 2007 at 01:19 PM // 13:19..
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Old Jul 25, 2007, 03:37 PM // 15:37   #3
Ascalonian Squire
 
Join Date: Nov 2006
Guild: The Black Cats [CAT]
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Oh yeah this one forced me and a guildie to become real "creative". After a few tries i (Ele) ended up taking Gust and Water hexes and my Guildie (normally heal/Spirit turreting Rit) went secondary Assassin to make up for the lack of offense (no SF boo). I hit the runners with a Deep Freeze and while my guildie went for the left one i pestered the right one with Gust and water hexes until the other had been Dagger-rituz0red and my guildie came to my aid to finish him off. Boss took abit longer but we made it. Dorkiest setup to be ever used in HM im sure XD
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