Jan 23, 2006, 08:46 AM // 08:46
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#21
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Forge Runner
Join Date: Feb 2005
Location: Anchorage Alaska
Guild: Haz Team [HT]
Profession: R/W
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wow 3 man??/ It takes us with a 6 to 8 man party 3 hrs + cant imagine what it takes a 3 man group to finish it in... thats got to be really a hard run... I'll have to try it some time...
congrats...
ingy...
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Jan 23, 2006, 10:48 AM // 10:48
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#22
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Banned
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I've done four runs with an all guild group and we've managed to complete each one in around 90 minutes. Going with PUG's is just bound to be a frustrating experience. Take the extra 15 minutes to make a GOOD group. It will pay off in the end.
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Jan 23, 2006, 10:07 PM // 22:07
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#23
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Scars Meadows [SmS] Officer (not recruiting)
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no, not everyone should get drops while down there...its the random drop aspect, with a group of 8 people that run should take no longer than 1.5 hours max, so why is this different than farming greens in sf...you dont always get greens in there. ive done a couple 5 man groups that took 2.5, and one of those times i didnt even get a green while my buddy got 3. its just how drops are, deal with it or quit the game.
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Jan 24, 2006, 03:48 PM // 15:48
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#24
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by Racthoh
You suffer both of the effects depending on your primary and secondary. Being a warrior/ranger stance tank for example, is just stupid.
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same as being a w/mo and thinking youre a good tank with balths aura and mending... seen that one way too many times there. or the monk/ranger with serpents to heal faster that gets targeted...
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Feb 06, 2006, 06:00 AM // 06:00
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#25
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Ascalonian Squire
Join Date: Jan 2006
Guild: Suche Gilde
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My run-time and experience: (on my minion girl)
45 minutes in a 8man barage/pet team.
70 minutes with 5 or 6 man group.
95 minutes with 4...
~100 minutes with me and hench. ... just try to get all hench dead before u get to the mesmers
K/E warder works. A real blocker speeds it up by 30 mins.
SS works. speeds the run up by 30 mins.
echoed bones+minions + HOT deathnova fingers work quite amazing. no run under 1 hour without it ...
u can bond the right class there. but there is no need to do it. if u have just a healer. fine. no use for speed or safety.
No necs should block. the idea with Me/k etc.
U definately need perfect! aggro management and some luck with the first worms. some interrpts (sv or ranger or mesmer) for te siege.
Around that ... your free to try a challenge or a safe run.
... your free to need 3 hours or less than 1
Hf all
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Feb 06, 2006, 07:46 PM // 19:46
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#26
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Frost Gate Guardian
Join Date: Feb 2005
Profession: Mo/
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I'll add to what Nice Mind said since I made a 4-man plus henchies run with him last night. The Monk build I used was a straight non-enchant healer. Everything went swimmingly until the wurms, where my healing couldn't keep up with the damage. Instead of using a healer, I think a Boon Protector build would work better. Bring Protective Spirit to keep the damage managable against the wurms, and consider putting some points into Smiting and bringing along Zealot's Fire or Retribution to help whittle away anyone harrasing your allies. With a good battery necro in your party (like we had last night) and an energy recovery skill on your bar this is a feasable plan. Just make sure that, as the monk, someone in the party has a lower base HP level than you so you don't end up becoming the enemy AIs primary target!
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Feb 08, 2006, 02:19 AM // 02:19
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#27
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Krytan Explorer
Join Date: Sep 2005
Location: USA
Guild: Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]
Profession: W/
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Quote:
Originally Posted by Dragou Du Porzan
I'll add to what Nice Mind said since I made a 4-man plus henchies run with him last night. The Monk build I used was a straight non-enchant healer. Everything went swimmingly until the wurms, where my healing couldn't keep up with the damage. Instead of using a healer, I think a Boon Protector build would work better. Bring Protective Spirit to keep the damage managable against the wurms, and consider putting some points into Smiting and bringing along Zealot's Fire or Retribution to help whittle away anyone harrasing your allies. With a good battery necro in your party (like we had last night) and an energy recovery skill on your bar this is a feasable plan. Just make sure that, as the monk, someone in the party has a lower base HP level than you so you don't end up becoming the enemy AIs primary target!
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Where did the healing go?
You have:
Divine Boon
Prot Spirit
Zealot's Fire or Retribution
Energy Recovery Skill
Heal {WoH}
Heal Orison?
Heal Dwanas Kiss?
Resurection or Rebirth
How are you goint to spread attribs?
Divine Favor?
Healing?
Smiting?
Insp?
This build is all over the map IMO. Some good ideas but I would like to see it developed a little better
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Feb 08, 2006, 03:05 AM // 03:05
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#28
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Banned
Join Date: Dec 2005
Guild: Afk Mac N Cheeze Dun [LOOL]
Profession: Mo/N
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Actually why wouldn't a 55 Me/W build work.. I know there is a 55 Me/Mo build, but that person could change to Me/W keep the 55 health, have one monk maintain the enchantments needed, replace Balth Aura with essence bond, and echo spell breaker for the dream riders, and just spam prot spirit.. and come with a SS necro for DMG.. This would make the monk go energy poor pretty quick, but they could use OOB for energy as well as blessed signet..
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