May 07, 2007, 09:58 PM // 21:58
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#1
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Wilds Pathfinder
Join Date: Aug 2005
Location: Great Britain
Profession: W/P
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The Wilds in Hard Mode
I simply cannot do this mission as a monk. Hardly anyone is ever around - always AFK or low level wanting to do ordinary standard.
Taking 5 heroes and henchies doesn't work either, regardless of what I use.
What on earth can you do - I can't even get past the first area because of the scarabs. Or is this just a case of "enjoy the badly thought-out aspects of HM"?
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May 07, 2007, 10:04 PM // 22:04
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#2
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Wilds Pathfinder
Join Date: Jan 2007
Profession: N/
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Quote:
Originally Posted by Takeko Nakano
"enjoy the badly thought-out aspects of HM"?
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hate to say it but there seem to be many flaws with the HM team idea aspect of it with 57 missions finding a team is a pain in the arse all i can say is guildies to help
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May 07, 2007, 10:06 PM // 22:06
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#3
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Wilds Pathfinder
Join Date: Aug 2005
Location: Great Britain
Profession: W/P
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Quote:
Originally Posted by placebo overdose
all i can say is guildies to help
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Yeah, like I didn't think of that....
The ones that are interested in Hard Mode have already done it.
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May 07, 2007, 10:09 PM // 22:09
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#4
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Forge Runner
Join Date: Nov 2005
Profession: R/
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HM is great in theory, but the fact remains that GW has gotten bigger and there just isn't enough people around to find a pug for everything anymore. At least it's good for solo farming tho...
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May 07, 2007, 10:25 PM // 22:25
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#5
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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Quote:
Originally Posted by Takeko Nakano
Yeah, like I didn't think of that....
The ones that are interested in Hard Mode have already done it.
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Then they aren't very good guildmates to not help out even though they have already done it since you are having difficulty.
It's really too bad that at least at the beginning areas of hard mode where you are limited in the number of people you can bring, that you are being forced into the good old tank, monk, nuker types of situations.
Shouldn't hard mode scale in difficulty like normal mode does? Normal mode is not universally the same from the first mission on, I am kind of disappointed that the 4 people areas are just as hard as the end game areas, if not harder.
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May 07, 2007, 11:14 PM // 23:14
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#6
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Frost Gate Guardian
Join Date: Apr 2006
Guild: League Of Friends [LOF]
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As long as you are careful and don't aggro too many scarabs at the same time, The Wilds is perfectly doable with heroes + henchmen. I think I used a setup like this, although it's certainly not the only viable option:
- Me (healer monk)
- Sousuke (SF nuker)
- Margrid (Barrage+pet)
- Melonni (Avatar of Balthazar)
- Alesia
- Stefan
Don't bring a MM hero, since the scarabs turn your minions against you with Verata's Gaze.
Good luck!
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May 08, 2007, 08:40 AM // 08:40
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#7
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Jungle Guide
Join Date: Sep 2006
Location: Europe
Profession: W/
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I'll help you with it if you want, PM me ingame: Lord Milennin
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May 08, 2007, 10:12 AM // 10:12
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#8
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Banned
Join Date: Nov 2005
Location: Northern California
Guild: HoTR
Profession: N/Me
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it would sure be nice for hm mission/vanq titles to be acct-based. then you could play whatever primary suits the area or mission best, and have a better team composition
i can dream........hm seems pretty shallow in design
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May 08, 2007, 10:52 PM // 22:52
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#9
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Wilds Pathfinder
Join Date: Aug 2005
Location: Great Britain
Profession: W/P
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Quote:
Originally Posted by Milennin
I'll help you with it if you want, PM me ingame: Lord Milennin
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Thanks, that would be a great help.
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May 22, 2007, 03:57 AM // 03:57
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#10
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Krytan Explorer
Join Date: Dec 2006
Guild: Alliance of Anguish [aOa]
Profession: Mo/
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I did mission and bonus with
Me as an LoD monk,
Talkora running a barrier interrupt monk (all signets and power drain),
an SS warder
and (dun dun dun) an MM! Don't worry so much about the scarabs; just bring gaze too
an MM is really helpful in the other parts of the mission where there are no scarabs and he keeps them busy casting Verata Gaze instead of other stuff (like damage your team types of stuff). Besides, with Talkora interrupting all over the place, gaze from the scarabs only actually works half the time.
Little Tom and Orion are okay, but I tend to use Durham because I like mesmers and degen hexes to round out a build...and Stefan is ugly so I never pick him
Talkora had power Drain, Leech Sig, Mantra of Inscriptions, Life Barrier, Blessed Sig, Rebirth and two other skills (usually more interrupts, sometimes Dismiss or a hex remover). Set to guard, she is as good an interrupter as Norgu, and all those shut down skills make for a lot of protection because if it doesn't cast, it never hurts you
I really like putting Dissmiss Condi on her bar when she runs a life barrier though. the AI hero tends to spam prot spells as if they were healing spells. With barrier enchanted all over your team, dismiss actually IS a healing spell as much as a condi removal. She can go crazy with it and it won't be a waste.
If you bring Dwayna's Sorrow you can avoid a lot of the pesky enchant strips that plague HM and strip your life barrier, or Aegis on a Prot build (they strip the top enchant first so if you preprot over barrier, they only get the first one ...usually...
It also boosts Dwayna's Kiss with Life Barrier and makes a really strong heal. I think the SS warder was running Ward mele and Stability; not sure though. MM was a jagged bones minion bomb build (if scarabs do steal one, its only a level 13 or 17 so big whoop!). Animate bone minions is best for that build because they can come up quick and cheap and die quick and fast. Then they boom and stuff dies.
I don't really recommend SFs for HM, tbh. My experience with them is that they are very powerful with three or more, but very weak alone or only 2. My ele runs SFs and breezes through, but that is 3 SFs in one team, and another fire ele hench too for burning stuff and the monks wanding for fire damage and a paragon built as a fire protector and...well, if you run an ele there you go But just one is not very powerful, imo. SS is much better in Tyria because it can be made anti-mele and then you can make an anti-caster or a interrupter like Talkora was to shut down casters.
But for soloing and monking through Hard Mode Tyria, I really really have liked using life barrier on a sort of "monk and a half" build. Its all the benefits of a two or three monk backline but it also gives you a mesmer part of the time too. The SS warder has been in almost all the missions i have done and an MM has been in most. Norgu comes in some of the time if there are hard monk bosses because backfire+SS is just nasty and SS+empathy is like 100 damage every time they attack you.
The best thing I can recommend for you Takeko Nakano is to take your time with whatever build you most feel comfortable with. If you rush hardmode, if you rush into another group just after you beat one, then you likely wipe no matter what build you bring, if you play with heroes and hench or RL people.
Oh, and a Longbow with +5 energy and +enchant mods are nice for pulling. Get one if you can. Not a flatbow though; stuff tends to move too fast.
I hope this helps
GGs
Last edited by Melody Cross; May 22, 2007 at 04:03 AM // 04:03..
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May 22, 2007, 07:33 AM // 07:33
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#11
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Desert Nomad
Join Date: Aug 2005
Guild: DVDF(Forums)
Profession: Me/N
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Also, Don't underestimate SV/AV when put on a tank. Scarabs have smite like attack patterns and soon drain away to uselessness. Since everything attacks and AN did'nt really up the mobs adrenaline,energy pools or regen from normal mode this is one of the few areas where energy drain and denial can shine.
Proper Aggro control is essential as like smites, scarabs love to run to the mid/back line.
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May 22, 2007, 02:05 PM // 14:05
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#12
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Banned
Join Date: Jan 2006
Location: Madison, Wisconsin, USA
Guild: [eF]
Profession: Mo/
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get a new guild if they wont help you.
its a mean thing to come to agree with but hey, this is a game, if your not having fun and its a hassle to get things done, move on to a better guild
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May 22, 2007, 06:55 PM // 18:55
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#13
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Zerohour Enterprises [ZHE]
Profession: W/
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Quote:
Originally Posted by Stupid Shizno
get a new guild if they wont help you.
its a mean thing to come to agree with but hey, this is a game, if your not having fun and its a hassle to get things done, move on to a better guild
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now this was a little ego-centric and far fetched. I love my guild to death, and I do help people on missions. But all the time? I play this game to further my characters as well...I will lend a hand to my guild mates most of the time, but sometimes, I just like to do what I need to get done. You will NEVER find a guild that has everyone drop what they are doing to help you. If they do, let me know the name of that guild.
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May 22, 2007, 07:17 PM // 19:17
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#14
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Banned
Join Date: Jan 2006
Location: Madison, Wisconsin, USA
Guild: [eF]
Profession: Mo/
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Hate The [Cape]
I been in the guild for over a month and yes, they will drop everything/anything to help a guildie.
Takes a while to become a guildie though, you must show your commitment to be fair to everyone else. Anyone can ask for help, you want some guys for a mission, blip your LFG in guild chat, youll have 5-6 guys reply "be right there" in a minute.
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May 22, 2007, 08:31 PM // 20:31
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#15
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Ascalonian Squire
Join Date: Dec 2006
Guild: 치 The Spearmen 치[치치치치]
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I actually had great success bringing a minion master in this mission. The trick is to bring Verata's Gaze on your MM too and if it's a hero just micro using it against the scarabs in the beginning a whole bunch. The scarabs will get so distracted in a Gaze war with you that they are too busy to use their damage skills. At least it worked for me
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Jun 03, 2007, 08:57 PM // 20:57
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#16
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Krytan Explorer
Join Date: Aug 2006
Location: USA
Guild: Quit
Profession: W/
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A W/P "can't touch this" tank goes a long way in this mission.
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Jun 04, 2007, 12:51 AM // 00:51
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#17
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by Shanaeri Rynale
Also, Don't underestimate SV/AV when put on a tank. Scarabs have smite like attack patterns and soon drain away to uselessness. Since everything attacks and AN did'nt really up the mobs adrenaline,energy pools or regen from normal mode this is one of the few areas where energy drain and denial can shine.
Proper Aggro control is essential as like smites, scarabs love to run to the mid/back line.
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They tend to see the same fate when Meteors start to land on there heads too. That way just happens faster.
Had no real problems with The Wilds. 2 SF eles, Orion, Alesia and Dunkoro saw me through. Had 1 minor screw up when the damn Life Pods kept a few Scarabs alive who were scattered far apart. Had to retreat and they killed Zhed, but came back from that to win.
They're not the smartest of foes, just fire a distracting shot off the moment 1 gets into touch range and he usually dies a miserable death with no skills.
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Jun 04, 2007, 11:08 AM // 11:08
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#18
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Desert Nomad
Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
Profession: R/
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I did this mission Yesterday didnt really have any kind of problem of it.
I had:
me as a Broad Head ranger to take care of the Centaur casters in the bonus area,
my guildie as an SS Necro,
another guildie as a ranger (who didnt have many skills and so generally just spammed Hunters shot and throw dirt (which i suggested they add since it works great in Hard mode)
Hero Dunkoro with few skills (no elite),
my Glyph of Energy Fire Nuker Souske
and my Razah (set up with Preservation, Recuperation, Bloodsong, Pain and the rest Restoration)
Got mission and bonus. We generally took things nice and steady at the pulling 1 group of scarabs at a time, making sure the heros didnt get any dp, picked up speed doing the bonus and rode the momentium for the rest of the mission.
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Jun 06, 2007, 02:48 PM // 14:48
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#19
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Wilds Pathfinder
Join Date: Aug 2005
Location: Great Britain
Profession: W/P
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Maybe I should have updated this to say I completed ages ago with LM's help.
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Jul 04, 2007, 04:46 AM // 04:46
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#20
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Ascalonian Squire
Join Date: May 2007
Guild: Society of Souls [Argh]
Profession: R/
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Quote:
Originally Posted by Shanaeri Rynale
Also, Don't underestimate SV/AV when put on a tank. Scarabs have smite like attack patterns and soon drain away to uselessness. Since everything attacks and AN did'nt really up the mobs adrenaline,energy pools or regen from normal mode this is one of the few areas where energy drain and denial can shine.
Proper Aggro control is essential as like smites, scarabs love to run to the mid/back line.
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hey thanks for this tip, i suggested it to the guildie tank and it worked like a charm.
Finished this mission with:
me ranger with bha and some illusion skills
another ranger with splinter barrage
guildie war tank with av/sv
healing dunk
prot tahl
master with ss/br
thanks
Last edited by blondepoppy; Jul 04, 2007 at 04:49 AM // 04:49..
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