Nov 21, 2006, 02:24 PM // 14:24
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#41
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by Rahja the Thief
On another note though. Why the hell did ANET make these quests impossible? They are literally impossible. Monsters with 30+ pts in water magic hitting u with deepfreeze for 250 dmg each. Dervish lvl28s hitting you for 370+ dmg with chilling victory. These quests with 7-10 lvl28s per group are INSANE. I don't understand how these are even possible.... Maybe we could arrange an elite party of well thought out character builds to conquer them... @_@
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Damage scales with level gap.
The rains are actually very weak - their only strength is the way hench stand close together, and the fact they tend to spawn in numbers. Level 28 elementalist mobs have precedent (Terrorweb Dryders, anyone?). I have never taken a 250 deep freeze or a 370 chilling victory.. or found a quest that has a single group that poses a problem.
Mobs do not have well designed builds on a single or team level, and with high direct firepower a group of 7+ demons can be taken down without too much trouble.
Every quest has been completed, none are impossible. It's all a matter of properly handling your foes, and having a good skill setup for the area you are in.
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Nov 21, 2006, 02:49 PM // 14:49
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#42
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Lion's Arch Merchant
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Quote:
Originally Posted by BoredJoe
I found that area tough going with SS on my necro so I took it out and picked low energy skills:
Reaper's Mark
Lightbringer's Gaze
Signet of Sorrow
Defile Enchantments
Faintheartedness
Enfeeble
Sig Cap
Sunspear Rebirth
Hmm looks a bit strange now, but I managed to get though using these. Suited my play style though.
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I went through the entire second half of the game with a very similar build.
I would definitely make sure to get yourself and all your heroes up to level 20 before tackling the end game areas. I didn't even give my heroes optimal skills (still trying to figure it all out- there is a lot of depth in this game) and I was able to make it through. I either went around with three monks (2 healing and 1 protection), two warriors, and 2 fire elementals or I would trade a monk for a ranger.
Usually I took down the Rain of Terrors first, then took out some of the melee, then the archers. There is probably a much better strat but I just wanted to post what I usually tried to do. When fighting things like the dryders I took several interupts (I'm a mesmer secondary) and would shut down as many of their big spells as possible. Lightbringer's Gaze is awesome, I was only rank 2 at the time (so it attacks three enemies) but it helped a great deal.
Good luck!
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Nov 21, 2006, 03:02 PM // 15:02
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#43
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Furnace Stoker
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Quote:
Originally Posted by Rahja the Thief
blah blah blah
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Rahja, you have been playing this game for over a year, you used to belong to the premeir running guild, and you typically run your mouth like no other person I have ever shared a vent channel with... I hope you can figure out how to play through the game with hench (dunno, I am thinking if QZ bothers you... kill it?). If all else fails, I would suspect that you have a couple people on your friends list that know how to play, and can help you get past the big-bad-level28-QZ-casting-hero-killing-mobs.
~Cap
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Nov 21, 2006, 03:04 PM // 15:04
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#44
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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To solve energy problems get Eve she has Blood ritual which should help your monk's energy.
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Nov 21, 2006, 03:14 PM // 15:14
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#45
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Academy Page
Join Date: Jun 2006
Profession: E/
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Killing lvl 28 demons isn't hard, it's just long and really boring.
Sorry for my weird English, I'm French.
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Nov 21, 2006, 03:31 PM // 15:31
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#46
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Wilds Pathfinder
Join Date: Oct 2006
Location: Denmark
Guild: Rule Thirty Four [prOn]
Profession: Mo/
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Funny,
I rushed through this area without any problems at all, i'm a primary pvp player. Casual pve. The opposite of you actually.
Remember that warrior skills adrenalin skills don't cost energy.
Boon prot is terrible for pve, what where you thinking?
IIRC i used:
Koss, sword, watch yourself, shield stance, distracting blow, etc.
monk hero, Woh, seed, power drain, leech signet
necro hero, offering of blood, degen and shutdown hexes, glyph of lesser energy, blood ritual.
2 henchhealers
1 paragon hench
1 something
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Nov 21, 2006, 03:36 PM // 15:36
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#47
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Frost Gate Guardian
Join Date: Apr 2006
Location: Belgium
Guild: Banished Dragons (BaD)
Profession: E/
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only annoying thing for me so far is that my elementalist hero never stays at the flag post when i order him to do, he allways follows me and begins casting spells on enemy's and dies that way
and when the henchman run around and aggro other groups
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Nov 21, 2006, 03:37 PM // 15:37
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#48
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Jungle Guide
Join Date: Aug 2005
Location: Vlaardingen, The Netherlands
Guild: Survivor Squad[SS]
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dont know if this is posted alreayd but,
you are also complaining about spirits...spiritual pain anyone? someone spamming 120 armor ignoring damage in a nice area powns mobs pretty hard imo
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Nov 21, 2006, 03:43 PM // 15:43
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#49
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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Necromancers should have an easy time with this area.
I also used a SS Build for the Plain of Secrets but never used SS there. Instead I used Barbs and had the following HERO build set up.
Margrid w/Pet
Jin w/Pet
Dunkaro with all 5 cost spell heals and Sigs, Res Sig not a Res Spell.
Motivation Hench
Holy Hench
and 2 monk Hench
It amazed me how fast mobs of level 28 Demons fell to Barbs, both here and in the Plain of Fear.
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Nov 21, 2006, 03:46 PM // 15:46
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#50
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Academy Page
Join Date: Sep 2005
Guild: this base belongs to your party[BASE]
Profession: R/Mo
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i usually take 2x warriors and one monk as my heroes with myself as whatever im playing 1 war has bip w/ a sword and the other has expel hexes, distracting chop, sheilds up and wb w/ an axe and the monk hero has LoD and power drain(keep on defend to make sure they use). just rush in call the spirit if they want to get another down just distract it or kill it right as it goes up. if you dont have sheilds up in your group id really suggest putting it on zhed or something. ive honestly never had a problem in these zones other than on my assassin but ive gotten though it already.
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Nov 21, 2006, 03:46 PM // 15:46
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#51
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Furnace Stoker
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Quote:
Originally Posted by Gen Saver
only annoying thing for me so far is that my elementalist hero never stays at the flag post when i order him to do, he allways follows me and begins casting spells on enemy's and dies that way
and when the henchman run around and aggro other groups
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Set your heroes to "Guard" if you dont want them following in a casting.
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Nov 21, 2006, 04:44 PM // 16:44
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#52
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Wilds Pathfinder
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Your heroes have a slight bit of leeway to wander around your waypoint. The melee henchies, in particular, can move up to 1.5 aggro bubbles away from the flag. So if you're going to pull, a) pull with a longbow, and b) flag your henchies *far* back.
None of the Torment quests are impossible. People are doing the Master-level quests with hero-hench.
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Nov 21, 2006, 04:52 PM // 16:52
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#53
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Ascalonian Squire
Join Date: Jun 2006
Location: Finland
Profession: N/
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I dont know if this is allready fixed but Heros are not affected from Veiled Nightmare at the Domain of Secrets. So only one who is having hard time with energy management is the player.
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Nov 21, 2006, 05:26 PM // 17:26
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#54
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Again...Energizing Wind ftw!
[skill]Energizing Wind[/skill]
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Nov 21, 2006, 05:52 PM // 17:52
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#55
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The Fallen One
Join Date: Dec 2005
Location: Oblivion
Guild: Irrelevant
Profession: Mo/Me
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Thanks for tips guys. But after removing the master quest, eh, hasn't been too crazy. I haven't played much though, so... lol... But Saturday, I am going to beat Nightfall. That only leaves 7 more characters to go through this pain with. I figure, once I get there on my monk, I can just go all uber super healer build on them with Olias using bip on me, and breeze through it. Until then, guess Dunkoro is gonna have to cut the mustard.
PS: If you want to level your heroes quickly, go take them to gates of desolation and use wurms. Regardless of their level, they do same dmg and have same HP/armor in wurms. I leveled Dunkoro that was from level 6 to level 20 in 3 runs.
Quote:
Originally Posted by capitalist
Rahja, you have been playing this game for over a year, you used to belong to the premeir running guild, and you typically run your mouth like no other person I have ever shared a vent channel with... I hope you can figure out how to play through the game with hench (dunno, I am thinking if QZ bothers you... kill it?). If all else fails, I would suspect that you have a couple people on your friends list that know how to play, and can help you get past the big-bad-level28-QZ-casting-hero-killing-mobs.
~Cap
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Done and done. Thanks for the "compliments" cap. I am a loud mouth. Are you suggesting to PM you for help... ? Cause I will Mr. Cap, don't think I won't. your still awesome in my book. but that is the book of secrets... shh...
Last edited by Lord Sojar; Nov 21, 2006 at 05:55 PM // 17:55..
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Nov 21, 2006, 06:31 PM // 18:31
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#56
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Desert Nomad
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Domain of Secrets is the one with 40% more energy to cast spells right?
I thought that was the easiest part of the Realm of Torment. Simply because Margonites suck. They're worthless. They deal no damage and they don't clone themselves. You can aggro 2 mobs and just sit there and your henchies/heroes will be able to wipe them.
Anyways, as to general Realm of Torment stuff with the Torment monsters (Nightfallen Jahai, etc)
I use the following setup:
Morgahn P/W(10+1+2 Leadership, 11+1 motivation, 10+2 command)
Energizing Finale, Watch Yourself, Go for the Eyes, They're on Fire, Incoming![E], Never Surrender!, Aggresive Refrain, Res Sig.
Zed E/Me (12+2+1 Fire Mastery, 10 Inspiration, 8+1 energy storage)
Power Block (you can actually take this out), Leech Signet, Searing Flames[E], Glowing Gaze, Glyph of Elemental Power, Power Drain, Fire Attunement, Res Sig
Olias (or Masters) N/Me (12+2+1 Death Magic, 10+1 Soul Reaping, 8 inspiration)
Jagged Bones[E], Bone Fiend, Shambling Horror, Blood of the Master, Rotting Flesh, Power Drain, Signet of Lost Souls, Res Sig
For Heroes, I usually go with Kim, Devona, Cynn, and the Motivation henchmen.
I use this for farming bosses, so my monk is in 55 setup, and the only thing I do is use lightbringer's gaze occasionally and call target. So its basically the 3 heros and 4 henchmen doing all the work. You don't need more than 1 monk. The motivation henchmen + Morgahn pretty much takes up the support/defence really well, not to mention Morgahn can pretty much be a mana battery to all your casters without draining his own energy. Searing Flames + They're on fire reduces the damage you take by quite a bit, not to mention the 6 seconds of Incoming every 20 seconds.
For the master quest, go with another person, and have him bring 2 more searing flame elementalists and a protection monk. I was monk for that, so you might need to tweak your numbers a bit. Basically, with 3 searing flame nukers, and a constant They're on Fire, you'll pretty much have a global 44% damage reduction. If you live past the initial wave, your Necro should be able to get a large number of minions up, making the rest of the waves a cakewalk.
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