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Old Apr 18, 2007, 11:08 PM // 23:08   #1
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Default Is Realm of Torment easier now?

I have Nightfall for sometime now, but I'm at the moment taking my first char through the realm of torment.

I remember reading posts shortly after NF came our where angry people complained about the last maps being completely filled with mobs, to the point of every battle being always a near wipe and progress through the quests being very very slow due to the insane amount of mobs they had to fight.

I just want to know from people who have been playing in the realm of torment for some time if there was ever a decrease in the difficulty in this area.

Also, I recently re-did the ring of fire mission going through the back door for the 1st time. I was capping a couple of skills. I did it solo, just with hench and heroes and I had no trouble at all. The part about killing a monk mursaat boss was in fact much less problematic then when I did this mission the first time, with a full player team. I was just wondering if the degree of difficulty was reduced here, or my (hopefully increased) skill and having customized hero builds does help that much.
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Old Apr 18, 2007, 11:17 PM // 23:17   #2
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I think they were talking about DoA which is harder than the normal Realm of Torment.
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Old Apr 18, 2007, 11:25 PM // 23:25   #3
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I think these posts were made before DoA came out. I didn't get NF right after if came out and I tried to keep track of opinions through the forum while I was waiting to get it.
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Old Apr 18, 2007, 11:26 PM // 23:26   #4
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Whatever.... Domain of Fear is still retarded.
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Old Apr 18, 2007, 11:34 PM // 23:34   #5
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Its easier in that people can deal with it and as people grind LB points it does get considerably easier with that. But you still need to be careful, aggroing 2 groups of torment creatures can easily wipe you out, especially with them duplicating.
But I like the realm of torment, been capping there and its quite a cool area, just a shame theres not much/many reason(s) to spend any time there
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Old Apr 18, 2007, 11:34 PM // 23:34   #6
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true,it just way not fun.
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Old Apr 18, 2007, 11:35 PM // 23:35   #7
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The Torment Realm is not hard.
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Old Apr 19, 2007, 12:01 AM // 00:01   #8
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Two groups of Torment creatures at the same time can be a problem, but I'd say taking on even two groups of margonites has a very high success rate. Margonites just kind of fail at life for no apparent reason. Shields Up is nice against Barrage down there. Also, this thread is now moved to Elonian Explorers League.
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Old Apr 19, 2007, 01:45 AM // 01:45   #9
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Don't think its changed. Most of the complaints I think stemmed from people taking every quest they could find, which then spawned extra mobs on top of the normal patrols. Think there was one called "breaking the broken" that spawned a couple of waves right outside the night fallen jahai that ambushed plenty of people. After you did the quest, or abandoned it, you'd wonder why you ever though it was hard at all. Goes for most of the RoT. Do the quest, or get rid of it, and its easy.

Margos are easy with anything, but the torment and titans need some thought. Either go mass AoE (like 3 SFs) or go single target spikes. Otherwise you'll just end up making them all replicate at once.

And yes, having heroes makes things a lot easier. Its almost like having half a guild team with a team build, not just a character build.
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Old Apr 19, 2007, 01:59 AM // 01:59   #10
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On some of the RoT maps, if you load up with quests, you will find more mobs than you can deal with! Had that happen only a couple weeks ago, got the offending party member to clear their quest log, went back out and smooth sailing.

At most one quest on your book for the map, get some LB levels, and most important some experience in putting together a build for the area, a feel for how the mobs move around, suddenly it is not so hard. Mostly, but Domain of Fear, crossing a certain bridge in the Domain of Pain, etc., still on the tough side.
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Old Apr 19, 2007, 06:15 AM // 06:15   #11
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Quote:
Originally Posted by Evilsod
Whatever.... Domain of Fear is still retarded.
Word.

how retarded is that?
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Old Apr 19, 2007, 07:36 AM // 07:36   #12
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4 monks and 3 damage dealers.... hum?
Having an interrupter is always a good choice imo, but aren't you lacking firepower?

So the general idea is that the game dificulty wasn't toned down. And I'm even under the impression that Spectral Agony is doing less damage....
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Old Apr 19, 2007, 08:56 AM // 08:56   #13
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Quote:
Originally Posted by funguito
4 monks and 3 damage dealers.... hum?
Having an interrupter is always a good choice imo, but aren't you lacking firepower?
That was my first reaction.

You really aught to try ditching 2 of the monks for two eles. I usually take Sousuke as an Earth ele, and I generally run Earth in the RoT also. Due to the Rains of Terror loving to bunch up Sandstorm > Eruption > Dragon's Stomp > Churning Earth can hurt them a LOT...and with me and Sousuke running similar builds (except he uses Unsteady Ground) the Torment Creatures don't live too long. Oh, another thing, the Domain of Fear if I remember right is just a LOAD of Paragon & Ele mobs, outside the Gate of Fear in any case...so...[wiki]Ward Against Elements[/wiki] ftw. The extra armor can help out Dunkoro so save him spamming Light of Deliverance so frquently and tone down the Rain of Terror's Deep Freeze spikes quite nicely.

Personally I take Razah with me and have him cast Earthbind so my Dragon's Stomp and Sousuke's Unsteady Ground keeps the dirty mobs sniffing the ground for 3 seconds each time they're knocked down.

The only other vaguely challenging thing about the place is the fact that all the mobs move. Over-aggroing is dealt with simply by standing and watching for a moment...picking the right time to lure a group and disposing of them quickly.

Generally, my team build for a lot of the Realm of Torment is:
Sousuke (Earth with Knockdowns, Ward against Elements)
Dunkoro (Healer, Light of Deliverance)
Razah (Ritual Lord, Earthbind, Shelter & others)
Cynn
Mhenlo
Herta (or Odurra if I play Earth Ele)
Sogolon

Yes, that's right, no warrior. Eles do far more damage to nice bunched up mobs than warriors do, and yes they're supposed to run out of AoEs...but they can't if they're "lying down on the job"....I love Razah.
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Old Apr 19, 2007, 09:06 AM // 09:06   #14
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Quote:
Originally Posted by TeZ-VeHHeRz
Your only problem is that you aren't killing the patrols and you have no dps. 3 monks is enough (no paragons, rits, etc.), and the rest dps. Maybe it's just you and your heroes builds. Koss is W/Mo. 9 times out of 10, that means he is running a completely f---ed up build that does nothing useful. I'm not saying your running that, its just common enough to make Warriors look like idiots in PvE (and RA, TA, HA...). Only 2 melee - I'd say 3 is a good balance, because you can body-block enemies - passively helping squishies. If you want a good balance, hench-wise, heres what got me 3 grandmaster cartographer and 3 protector titles;

Melee (this was my Warrior) - D-Slasher
Koss/Goren - D-Slasher
WoH/Healer of choice
Prot monk of choice (I run Blessed Light on Tahlkora, because it's kickass at clearing up annoying crap)
Dervish Henchmen
Protection Henchmen (make sure you prot hero isn't running ZB, 2 hero/hench Monks running the same build is horrid)
Fire Henchmen
Necro Henchmen that has Blood Ritual

That should get you through RoT without too many deaths. Of course there are exceptions, but I won't go into those here.

Btw, those looking for a general purpose hero/hench setup, i'll post one here aswell

Warrior
Warrior
Campaign-Specific Melee (Warrior for Prophecies, Assassin for Factions, Dervish for Nightfall)
Monk OR Ritualist (healer)
Monk OR Ritualist (protector, the Ritualist, in this case, would probably be a spirit spammer, but go with what you like)
Ranger (just because they're fun :P)
Fire Elementalist
Necromancer
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Old Apr 19, 2007, 09:10 AM // 09:10   #15
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i know this probably isnt the case, but monks CAN be a dmg dealer, something ppl obviously forgot when nf came out..

i still laugh my ass off when 6-7 water tormentors nuke my henchies in about 3 secs
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Old Apr 19, 2007, 09:11 AM // 09:11   #16
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yup good old nublet days NF was my first campaign so had no idea about the party distribution.

DoA though is a far more interesting place

Marty thanks ALOT for your advices this will seriously help me. This was old days anyways and I added as much monks as possible so I can get into the middle of the place to take this pic, as you can see I survived thanks to the dying monks healing me. I succeded took this pic, and then died like a dog. This isn't at all my normal party

Last edited by TeZ-VeHHeRz; Apr 19, 2007 at 09:40 AM // 09:40..
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Old Apr 19, 2007, 10:33 AM // 10:33   #17
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Quote:
Originally Posted by Marty Silverblade
Warrior
Warrior
Campaign-Specific Melee (Warrior for Prophecies, Assassin for Factions, Dervish for Nightfall)
Monk OR Ritualist (healer)
Monk OR Ritualist (protector, the Ritualist, in this case, would probably be a spirit spammer, but go with what you like)
Ranger (just because they're fun :P)
Fire Elementalist
Necromancer
for an 8-man party in Prophecies you would take THREE warriors?

I have to ask why...
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Old Apr 19, 2007, 11:06 AM // 11:06   #18
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Hmm... no MM ither i see,well that would help also... heck even 2 MM's.
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Old Apr 19, 2007, 11:46 AM // 11:46   #19
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Quote:
Originally Posted by Celestial Beaver
for an 8-man party in Prophecies you would take THREE warriors?

I have to ask why...
If you have to ask, you won't understand the answer anyway.
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Old Apr 19, 2007, 11:53 AM // 11:53   #20
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Personally i rarely have any Melee henchies/heros with the exception of the Tengu one but that just cause he's special. Warriors can be handy to have but they arnt needed on mass and theres alot more viable classes that are more use in general

but back to topic no i dont think RoT has gotten any easier, its the same as its always been, if anything the only reason it should seem easier is if uve become more experienced and so play through the game much more efficiently than before.
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