Dec 12, 2005, 01:12 AM // 01:12
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#41
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Desert Nomad
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
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/notsigned
I've never had unexplainable problems out there... the large groups can be dealt with. Someone said a while back that towards the later sections of the game it isn't defense or healing that matters- it's damage output. If you're putting out enough damage, then you won't have as much of a problem.
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Dec 12, 2005, 01:16 AM // 01:16
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#42
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Lion's Arch Merchant
Join Date: Nov 2005
Location: marhans grottoooo
Guild: Empires of Underworld [EoU]
Profession: R/Me
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/notsigned
you wont be complaining when they come out with a farming build for those zones
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Dec 12, 2005, 01:57 AM // 01:57
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#43
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I dunt even get "Retired"
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by imaginary friend
/notsigned
you wont be complaining when they come out with a farming build for those zones
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Heretics = not farmable. Seriously, if they put those guys everywhere, the whole game wouldn't be farmable.
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Dec 12, 2005, 03:58 AM // 03:58
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#44
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Academy Page
Join Date: Nov 2005
Guild: Xen of Onslaught
Profession: Mo/Me
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No, I was speaking to JanderBlackstar.
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Dec 12, 2005, 05:57 AM // 05:57
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#45
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Krytan Explorer
Join Date: Sep 2005
Location: California
Guild: (TRUE)
Profession: R/Me
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Silly people - Southern Shiverpeaks are just fine the way they are. You just need to learn how to play better. I've explored every corner with henchies and I did just fine.
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Dec 12, 2005, 08:53 AM // 08:53
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#46
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Frost Gate Guardian
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Quote:
Originally Posted by Lenneth Arbalest
... Then you hit Talus Chute and encounter that group of 10-15 Avicara near Camp Rankor. Fun.
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That was my first taste of Shiverpeak hospitality ... I had gone skill capping for Mist Form with henchies, and up until this point things were going quite smooth. Until I came across that group -- those Avicara Fierce actually started to *spike* me. I somehow managed to hightail it to Rankor.
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Dec 12, 2005, 02:18 PM // 14:18
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#47
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Wilds Pathfinder
Join Date: May 2005
Location: Worthing, UK
Guild: (Don't fear) The Beaver
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As I remember those huge groups of ice imps near Marhans Grotto were originally put there to stop botters and people farming the chest that used to be there. Possibly one of the nicest areas in the game for farming. But now the chest is gone and we have the gold sink of keys now anyway I am wondering why all the mobs are still there as they now serve no purpose (except to **** us off).
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Dec 12, 2005, 02:37 PM // 14:37
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#48
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Frost Gate Guardian
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You want ridiculous numbers, try the mob count while fightning your way to Droknar's, I don't think I've ever seen that many Tundra Giants and Trolls in the same place at the same time. Best damn place to farm xp. Ever.
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Dec 12, 2005, 09:16 PM // 21:16
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#49
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Frost Gate Guardian
Join Date: Nov 2005
Profession: Mo/Me
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Quote:
Silly people - Southern Shiverpeaks are just fine the way they are. You just need to learn how to play better. I've explored every corner with henchies and I did just fine.
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How do you protect your henchies against the Mursaat in Ice Floe ?
The whole "Infuse" part is so stupid. It encourages people to join groups for the mission and leave halfway through.
Groups of 10+ Ice Imps are not fun. I CAN play my character thank you. I would be happy to use my mesmer skills, but when you get hexes and conditions cast on you by 10+ mobs there is little strategy here.
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Dec 13, 2005, 05:54 AM // 05:54
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#50
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Wilds Pathfinder
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Quote:
Originally Posted by ecirbaf
How do you protect your henchies against the Mursaat in Ice Floe ?
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Following the story, you're supposed to be infused after Iron Mines, then Thunderhead > Marhan. No sense you being the only one infused then taking henchies from Iron mines to Grotto.
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Dec 13, 2005, 07:22 AM // 07:22
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#51
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Krytan Explorer
Join Date: Sep 2005
Location: California
Guild: (TRUE)
Profession: R/Me
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I never said it was easy but doable. My henchies often get slaugthered.
Most of the time I attempt to pull some out or sit there and wait for a lone mob to wander away from the main group. Then I attack and try to finish it off before the rest arrive then I flee. Sometimes they get so scattered I go after nearest mob and try to kill it before the rest regroup.
Avoid pitched battles as much you can unless you've been whittling their numbers down to more manageable size. If two of my henchies fall, I retreat and attempt to rez them.
One feature I would love to see is the ability to give your henchies commands. Sort of like Unreal Tournament's commands you could give to your computer allies. Stuff like 'stay' so I can go ahead and lure someone toward them or whatever.
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Dec 13, 2005, 12:22 PM // 12:22
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#52
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Frost Gate Guardian
Join Date: Nov 2005
Profession: Mo/Me
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Quote:
Following the story, you're supposed to be infused after Iron Mines, then Thunderhead > Marhan. No sense you being the only one infused then taking henchies from Iron mines to Grotto.
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I have no idea what you are talking about.
I did Thunderhead Keep.
Regardless of story progression AFAIK henchmen do not have 'Infused' armor.
...
Anyway, I've been doing a little better in Frozen Forest today. It helps to try and use the many walls to your advantage. Enemies will follow you but when they dont have a direct line of sight, they dont cast spells or shoot arrows. So if you can get around a corner, it really helps.
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Dec 13, 2005, 01:42 PM // 13:42
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#53
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Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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After iron mines, henchmen are 3 parts infused, this is as of the June 1st update
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Dec 14, 2005, 05:21 PM // 17:21
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#54
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Forge Runner
Join Date: May 2005
Location: Alaska
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/signed
I get to this part of the game with all my characters and simply just give up. Its nearly impossible to travel anywhere there. Anet does need to stop putting in more and larger groups all stringed together and actually FIX the reason they are doing this. You know if even from Beacon Perch to Droknar was a little easier and actually possible to complete with henchies from Beacon. Running would become a thing of the past. Of course some would probably still run it but big deal. I'd actually fight my way there instead of pay for a run. Even with a full group and trying to travel from Iron Mines to Grotto... and infused to boot can be tough. 250 ice imps is correct and REDICULIOUS! I don't know how many times I have died and within sight of the Grotto portal and STILL I would res back the hell all the way at the entrance and have to run all the way back again.
Maybe this thread needs to be in the suggestions forum. NERF the MONSTERS!
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Dec 14, 2005, 05:58 PM // 17:58
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#55
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Krytan Explorer
Join Date: Jun 2005
Guild: Gathering of Friends [GoF]
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/not signed.
A few points:
To the OP. I see a big problem with how you built your skill bar. You know that you're going to face lots of melee and rangers. Yet you didn't bring a critical skill - Aegis. Others have suggested additional skills. This area is about damage prevention, too.
Additionally, I see from your screenshots that you've allowed the fighter hench to run into a tight pack - which will aggro the mobs beyond. Pull with a longbow and run back, be sure to click on the ground as you retreat, which will cancel the "attack" command for the henchies. The arrow will still cause the group of enemies to run forward and separate them from their allies. If you don't use fighter hench, you can do what I call a "passive pull" where you graze the edge of your aggro circle on the enemies and then run back. In both cases, the smaller mob runs back into an ambush - a turn of the tables from what you're currently experiencing.
Regarding other comments people have said about running and claims that if the areas were easier, running would go away. Umm... have you seen how much running occurs in old ascalon (heck - even pre-searing!) these days? If there ever was an easy area, it's there. Nearly every town is filled with "LFR". Apparently nobody wants to jeapordize their level 10 status to keep them from entering the low-level arenas. *rolls eyes*
Lastly, these areas are *supposed* to be hard. Fewer, harder monsters means just another Titan quest. Personally, I like the swarms of enemies. This is where AoE actually can help! Too much focus fire happening? Drop a firestorm on them. In a tight passageway like the OP featured, that can cut a mob in two.
--
Final comment. If you really want ANet to change things, make a point to compare these 250 count mobs to mirror the PvP space. That means mobs of 8 members max, level 28+, with each mob balanced with defensive and offensive members.
Last edited by sledgeunderhill; Dec 14, 2005 at 06:03 PM // 18:03..
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Dec 14, 2005, 07:01 PM // 19:01
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#56
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Frost Gate Guardian
Join Date: Nov 2005
Location: Texas
Guild: There Is No Cow Level [cow]
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the real solution to the problem is to un-suck the hench ai and add hench commands. then it would be possible to actually pull, with stefan not running in as soon as you fire your longbow and aggroing 10 zillion mobs.
some of the groups are large, 6-10 mobs in a group, but that's doable if - and only if - you can get one group at a time. let stefan aggro a second group, and now you're facing 12-20... not fun. but if you've ever done these areas with a competent group of humans, it's NOT hard.
/not signed
fix the hench ai, please
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Dec 16, 2005, 08:47 PM // 20:47
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#57
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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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/not signed
Non invinci monks carrying mending with no energy management do not hold any credibility with me. He even has boon to compound his energy problems.
Lose rof and mending, drop all points out of protection, max out divine favor and healing prayers, and bring dwaynas kiss and mend ailment.
Lose boon as well and bring heal party.
vigorous and then kiss = uber heals
heal party only when everyone is in trouble
mend ailment any time theres a condition like poison/blind/bleeding.
Use word on <50% targets
Use vigorous on everyone, especially pre-attack, unless target uses shatters alot.
Use dwaynas kiss on hexed/enchanted.
Use orison on yourself and when kiss and word are BOTH recharging.
I think you will find you can take henches alot farther like this.
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Dec 19, 2005, 05:39 AM // 05:39
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#58
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Pre-Searing Cadet
Join Date: Dec 2005
Profession: W/Mo
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... Or you can try my fun little healer build of:
Attributes:
Healing Prayers - 16 (12 + 1 + 3)
Divine Favor - 13 (12 + 1)
Protection Prayers - Rest (I think 4)
Skill Set:
Divine Boon
Healing Touch
Orison of Healing
Word of Healing
Dwayna's Kiss
Mend Ailment
(Flex spot **)
Rebirth
** Flex spot: Pick a skill that you feel will be most beneficial to you in the area. Remove Hex, Heal Party, Healing Seed, Vigorous Spirit, and Divine Spirit (a nice little panic button for turning those 7 energy high point heals into 3 energy ones for about 12 seconds) all come into play at various points in the game when I play healer.
I tend to get a lot of compliments on healing and have people ask me to come be their healer months after I did a mission with them, so I would recommend this build to just about everyone. One side note: If you really wanted a splash of Protection, you could cut Healing down to 15 (yes, I said it, cut HEALING instead of DF) and put another couple of points into Protection, and then bring Aegis or the like.
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Dec 20, 2005, 07:35 AM // 07:35
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#59
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: Illusion Of Skill
Profession: W/
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I've cleared the frozen forest with henchies. It's hard, but not THAT hard. You just have to have more patience.
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Dec 20, 2005, 01:05 PM // 13:05
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#60
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Frost Gate Guardian
Join Date: Nov 2005
Location: Midgar - Sector 7
Guild: Star Scar Reunion [VII]
Profession: N/Me
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Theres only a few areas that are maybe a little too over-mobed for example outside of war camp on the way to spearhead zone... Requires true skill or just luck. But I agree with everyone who said you just have to be aware of patrols and pull smart.
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