Dec 05, 2006, 05:25 PM // 17:25
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#21
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Ascalonian Squire
Join Date: Mar 2006
Profession: Mo/N
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From time to time, one or two of them would break aggro from the geotank. Simply change targets to that guy, kill him before he even gets to your backline. The tank during this time doesn't move at all, stays there keeping the other mobs aggroed on him.
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Dec 05, 2006, 05:31 PM // 17:31
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#22
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Frost Gate Guardian
Join Date: Jan 2006
Location: Seattle
Guild: Force of Arms [FoA]
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Nice use of Weapon of Quickening. That one didn't even cross my mind... Even better, no need for union or shelter like the other builds floating around atm.
And yet another reason to push my Rt through the game...
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Dec 05, 2006, 06:46 PM // 18:46
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#24
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Lion's Arch Merchant
Join Date: Sep 2005
Location: Plano/Texas/USA
Guild: NN - No Names
Profession: R/Me
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I can testify that Black Mischief was calling for players all weekend in SOA AD1. I was convinced that he never actually went into missions since he seemed to always be there.
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Dec 06, 2006, 08:01 AM // 08:01
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#25
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Ascalonian Squire
Join Date: Feb 2006
Profession: E/
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Thanks for this build and guide.
Finaly maanged to get a group togeather to try it. First I have to say we didnt clear the first quest mobs by the cave but did get close.
However I did make some changes to the ele tank build (i was tanking). Basically I was having nrg issues with the build as it was. So I replaced mantra recall with earth attune (and thus went 16,15 on earth / nrg). Of course this does create a risk that both glyph and ob flesh got interupted - needing a call for back up SB - but this did not seem to happen to me. Also replaced ward v melee with sliver armour. Even without ward v melee or sliver up I was still taking 0 dmg from most attacks , and sliver does damage back.
Like I say we did not get past the first mad mob, but we did get real close and I personally found this modifed tanking build alot easier than the original one - at least for as far as we did get.
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Dec 06, 2006, 10:00 AM // 10:00
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#26
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Ascalonian Squire
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Quote:
Originally Posted by Junkie
For all the Warrior out there and Others that cant find a Ritualist:
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This is what i run yesterday with 2 tank (i think i was a tank )XD
http://img171.imageshack.us/img171/9710/gw023lr0.jpg
This was 100%pug, however i spent near 90 mins to form this team to get palyers who could run my build.
The core of my build is:
1 arcane echo putrid necro
1 bip necro
2 decent healer
2 large damage output ele
we didn't have OB flash ele tank
we could keep killing ever wave fast.
PS. i'm Chinese, bad in English and i'm lazy to type the build
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Dec 06, 2006, 04:27 PM // 16:27
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#27
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Ascalonian Squire
Join Date: Nov 2005
Guild: Arc - Ascalon Rehab Clinic
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answers
Quote:
Originally Posted by erolz
Basically I was having nrg issues with the build as it was.
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You won't run out of energy as the tank if the bonder puts Balth Spirit on you. In fact you will have nearly infinite energy.
Quote:
Originally Posted by allienfrombeyond
I hope this build doesn't become the norm for Gloom, or I will never finish this damn quest =/.
Poor warriors
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A warrior with obsidian flesh can tank. One could implement several variations of this builld. I am also very certain 8 good players could just fight the mobs straight up w/o a buffed up tank.
Quote:
Originally Posted by gimmy wimmer
dude stop posting these walk thrus this makes this not so leet nemore i mean comon just figure it out yourself RFE/SK mixed group did it in like 1 hour 2nd try plz just use your brains and do it yourself its not so hard
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I don't think we claim to be first or anything special in terms of DOA/ravengloom. I didn't see a guide posted and thought it would be helpful to others. Please get laid one day. You are too uptight.
Quote:
Originally Posted by holy hawk
I'm wondering, did the mobs ever break past the ele tanker and went for the support line behind him? No matter how far we are from the tank, 1 or 2 mobs always seem to change targets and break the team on the back down.
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When monsters first come in, the AI is selecting a target. You need to stand far away from the Earth Ele (such that he is totally alone and you aren't even in range to cast on him), and let the AI set on the earth ele. Then while being 1 aggro circle away, cautiously cast a few spells that positions you just barely in range to do so. A few monsters might break aggro now and then, just focus fire on them. You can add a water snare on your fire eles to make it easier (deep freeze with 0 spec is useful sometimes). That will contain the rogue minions that break off the tank.
good luck
- black
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Dec 06, 2006, 04:44 PM // 16:44
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#28
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Krytan Explorer
Join Date: Oct 2005
Guild: Refuge From Exile [RFE] Refuge-From-Exile.com
Profession: W/Mo
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Quote:
Originally Posted by black_mischief
You won't run out of energy as the tank if the bonder puts Balth Spirit on you. In fact you will have nearly infinite energy.
A warrior with obsidian flesh can tank. One could implement several variations of this builld. I am also very certain 8 good players could just fight the mobs straight up w/o a buffed up tank.
I don't think we claim to be first or anything special in terms of DOA/ravengloom. I didn't see a guide posted and thought it would be helpful to others. Please get laid one day. You are too uptight.
When monsters first come in, the AI is selecting a target. You need to stand far away from the Earth Ele (such that he is totally alone and you aren't even in range to cast on him), and let the AI set on the earth ele. Then while being 1 aggro circle away, cautiously cast a few spells that positions you just barely in range to do so. A few monsters might break aggro now and then, just focus fire on them. You can add a water snare on your fire eles to make it easier (deep freeze with 0 spec is useful sometimes). That will contain the rogue minions that break off the tank.
good luck
- black
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Good guide, should help people that are having trouble with the mission
Your name sounds familer ... were you in the lotus alliance?
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Dec 06, 2006, 05:25 PM // 17:25
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#29
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: GoW
Profession: Mo/
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Finally finished the quest. Wow, that was a rough ride, but tons of fun.
Great guide, and thanks. Now off to come up with a build and strategy for Foundry.... I think I farmed like 200 there already.
200 /deaths that is. XD
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Dec 06, 2006, 07:21 PM // 19:21
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#30
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Ascalonian Squire
Join Date: Feb 2006
Profession: E/
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Quote:
Originally Posted by black_mischief
You won't run out of energy as the tank if the bonder puts Balth Spirit on you. In fact you will have nearly infinite energy.
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We tried Balth Spirit and whilst it is some help it is far from near infinite nrg , as most dmg numbers comming off me were 0. The dmg issues were poision, bleeding etc not direct dmg.
Quote:
Originally Posted by black_mischief
A warrior with obsidian flesh can tank. One could implement several variations of this builld. I am also very certain 8 good players could just fight the mobs straight up w/o a buffed up tank.
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War geo tank can and are used in gloom , but my limited experience so far is they are less effective than the ele version. Ele with 16 earth +20% enchant weapon and quickening can keep obflesh running - war tank can not. Thats the basic advantage of ele tank as I understand it. Ward v foes is also useful slow down for break aways as well. I am sure it can be done with 1 or maybe to war tanks - I just think its slightly easier with ele tank version.
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Dec 06, 2006, 10:04 PM // 22:04
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#31
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Ascalonian Squire
Join Date: Feb 2006
Profession: E/
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OK was wrong re balth - it does work with 0 dmg
Also sliver is not good - causing aggro break as far as I can tell ?
Mystic regen at e prayers 8 is a possibility. Still not really having trouble without mantra . On the few occasions glyph gets interupted I still get Ob flesh off. To get interupted on both is very very rare in my experience and if u have back up SB can be survivable.
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Dec 07, 2006, 07:33 AM // 07:33
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#32
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Academy Page
Join Date: Jul 2006
Guild: moo
Profession: E/Me
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Thanks for the build.As a Rit can i get some help...
Can i ask the for the Rit when is the EoE used? was it up all the time and how many points in beast mastery?
Also was the displacement spirit much use? they tend to go splat too quick for my liking and as the tank would be soaking all the damage maybe its not needed?
I would replace the displacement with painful bond...
Also the boon of creation costing 10 energy to save 5e off each spirit cast so casting 3 spirits to gain 5 energy not a really good option i would replace with a rez spell maybe..
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Dec 07, 2006, 07:47 AM // 07:47
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#33
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Quote:
Originally Posted by gimpy wimmer
dude stop posting these walk thrus this makes this not so leet nemore i mean comon just figure it out yourself RFE/SK mixed group did it in like 1 hour 2nd try plz just use your brains and do it yourself its not so hard
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heh, DoA quests are more a challenge to the entire playerbase, if ANYONE beats mallyx and the elite mission entirely on their own, I would be surprised. The only thing I've so far been able to do with my own build is torc city, ravengloom is a freakin massacre
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Dec 07, 2006, 08:17 AM // 08:17
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#34
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Frost Gate Guardian
Join Date: Oct 2005
Guild: www.peace-and-harmony.de
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I have not done this PvE stuff yet (and not planning to do), but however -from the logic behind this Earth-Ele-Tank, wouldn't it be smarter to run a Shadow-Form Assassin to avoid spelldamage aswell as all physical damage? That would spare the bonder slot and you could fit in the mesmer.
Shadow Form should last like 25s with 16 SA & +20% Ench. and combined with Deadly Paradoxon and Weapon of Quickening it would be more then enough to keep it up 24/7. Someone could even try to run a Dervish with just 12 in Shad. Arts (should be enough) and put the rest in Scythe Mastery to deal some extra damage.
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Dec 07, 2006, 01:23 PM // 13:23
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#35
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Ascalonian Squire
Join Date: Mar 2006
Profession: Mo/N
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Selber: The recharge boost from multiple recharge-reducing skills is capped at 50%. That means that no matter what, you'll have a 6 second gap between your Shadow Forms. With the amount of aggro that would ideally be on the tank there, there's nothing that anyone could do to keep that sin alive (short of a Spellbreaker, but that kind of defeats the point).
That's what makes Obsidian Flesh so appealing. It can be kept up constantly, and it provides a huge armor boost as a bonus (thanks to the attribute line to which it belongs).
Gmonster2: If you place Displacement far back enough to affect the backline, but not the tank, it's not that bad as a safety measure, in case something breaks aggro and rushes for your backline.
But, agreed, some of the skills you see up there can probably be replaced with more suitable ones, according to preference. For example, on our last few runs in Stygian veil, we've been using Symbiosis, Shelter and Flesh of my Flesh, instead of Bloodsong, Pain and Displacement. Symbiosis is very nice there against the toucher necros, Shelter is sweet to keep the backline from getting decimated, in case something breaks aggro, and FomF is a handy res!
So, yep, there's quite a few changes that you can and should make to the build, to suit your personal play style and the particular environment.
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Dec 07, 2006, 01:49 PM // 13:49
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#36
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Krytan Explorer
Join Date: Oct 2005
Guild: Refuge From Exile [RFE] Refuge-From-Exile.com
Profession: W/Mo
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Quote:
Originally Posted by Not A Fifty Five
heh, DoA quests are more a challenge to the entire playerbase, if ANYONE beats mallyx and the elite mission entirely on their own, I would be surprised. The only thing I've so far been able to do with my own build is torc city, ravengloom is a freakin massacre
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Raven gloom isn't that bad takes like an hour... try foundry
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Dec 07, 2006, 03:39 PM // 15:39
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#37
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Ascalonian Squire
Join Date: Feb 2006
Profession: Mo/Me
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Quote:
Originally Posted by Lucifer PVP
Raven gloom isn't that bad takes like an hour... try foundry
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Foundry ... yep
Last night we clear 4 rooms and get quest updated ~ spend at least 4 hrs
When we clear 50% mobs of room five , We thought we gonna finish it yesterday
Guess what ~ a f--kin noob monk go alone and talk to one of the npc we should protect
Then 15+ titan poped on the npc and monk ~
Well ~ 4+ Hrs wasted ... what a GG
Then I swear I wont grp with that mother f--ker monk again
one noob can screw whole mission
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Dec 07, 2006, 08:32 PM // 20:32
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#38
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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yup, one noob can indeed ^^
Well gloom is short but tough. City was 4 hours but I'd take doing that again to gloom lol.
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Dec 07, 2006, 08:37 PM // 20:37
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#39
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: GoW
Profession: Mo/
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Quote:
Originally Posted by Pinghan
Foundry ... yep
Last night we clear 4 rooms and get quest updated ~ spend at least 4 hrs
When we clear 50% mobs of room five , We thought we gonna finish it yesterday
Guess what ~ a f--kin noob monk go alone and talk to one of the npc we should protect
Then 15+ titan poped on the npc and monk ~
Well ~ 4+ Hrs wasted ... what a GG
Then I swear I wont grp with that mother f--ker monk again
one noob can screw whole mission
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One of our teammate told us there was a guy screaming how a noob monk cost them 4 hours of waste in foundry. Was that one of your teammate?
I feel for you.... thankfully we knew this was going to happen, and got the NPC out alive.
Although 5 of us were dead.
We just beat Foundry, but good lord, it was the most time-consuming one of all! It's like, difficulty of the Gloom compared with absurd length of Stygian... then multiplied by FOUR.
After I do Stygian again, this time with my monk (my ranger completed it, not my monk), we are going in for the final part of that quest....
The mission involving slaying of Mallyx.
God knows what hell awaits us there
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Dec 07, 2006, 09:24 PM // 21:24
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#40
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Academy Page
Join Date: Jul 2006
Guild: moo
Profession: E/Me
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Thanks for the reply on the Rit.. i also came up with the symbiosis idea as a rit/ranger at level 9 it would be 101 health for each enchant . The tank would have 5 or more enchants going at least(3 from bonds maybe 4, ob flesh stoneflesh aura etc ) ...= 500-600 more health + ...
Also it would aid the backline that used enchants in case of a break thru...
the spirit is only 5 energy and lasts 102 secs at that level...
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