Hard Mode 3 Udolytes
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The first Grawl Udolytes I found in the Wall mission took my party like 10 minutes to kill (well actually around 4), he was FAR harder to kill than the Boss Udolytes we fought later on
Since I was the warrior, I oppted to say back and try and hold back the charr hordes. I learned the hard way that they use Wild Blow (which killed my physical resistence) and then they tore through my dolyak signet with like 500 eviscerates
Since I was the warrior, I oppted to say back and try and hold back the charr hordes. I learned the hard way that they use Wild Blow (which killed my physical resistence) and then they tore through my dolyak signet with like 500 eviscerates
Quote:
Originally Posted by Sophitia Leafblade
Mesmers have finally been given the status they deserve. More people will consider them for partys now
Yes, the monks in hard mode, particularly bosses will require mesmers to kill without difficulty.
Just wish I could use norgu as a fifth hero lol.
Yes, the monks in hard mode, particularly bosses will require mesmers to kill without difficulty.Just wish I could use norgu as a fifth hero lol.
A mesmer works, though if you attempt the mission with a PuG you should have no trouble. Even with today's update that upgraded henchies' stats (apparently it was still equal to their normal mode stats) for hard mode, I find henchies are WORSE than PuGs (probably since anyone doing HM has beaten the campaign and as such can't be one of those retards stuck on RoF/THK). It's ironic. In normal mode you're better off with henchies, and in hard mode you really need to unite with other players.
We killed the Fort Ranik healers (for the bonus) in a few minutes. Then again, I always bring an interrupt or two.
We killed the Fort Ranik healers (for the bonus) in a few minutes. Then again, I always bring an interrupt or two.
D
LOL, yeah HM Udolytes crack me up. We had those same 3 Udolytes in our mission be the last survivors so I just said leave them and completed the mission without even bothering to try and kill them (alright they did try and eventually realized I was right). Most people don't seem to understand you don't actually have to kill everything across your path during missions. I ran the way back just fine with no charr catching up to me and no runskills so...
Firstly, it's Ulodyte.
Secondly, you're right Dark, though in Hard Mode even the monks seem to cause trouble. Plus it's like Coventina and all the other ebil Mursaat monk bosses, most PuGs have never heard of the words "run", "flee", or "regroup".
Also, running won't work with henchies as Alesia dies in 4 hits from almost everything, even with the hench armor/dmg buff released today.
Secondly, you're right Dark, though in Hard Mode even the monks seem to cause trouble. Plus it's like Coventina and all the other ebil Mursaat monk bosses, most PuGs have never heard of the words "run", "flee", or "regroup".
Also, running won't work with henchies as Alesia dies in 4 hits from almost everything, even with the hench armor/dmg buff released today.
R
I've yet to come across these Ulodytes in HM. I have heard people saying their healing is tough to beat when they are in numbers. When i went through Northen Wall with 3 Heros i watched from the sidelines and then ran in to take out some Gargoyles and it appeared the Gargoyles wiped out the Ulodytes.
As for the Charr in Fort Ranik - a guildie jsut dropped a Meteor Shower on them and they dropped like flys. I cant wait to see what monk bosses like Willa The Unpleasent have in store....
As for the Charr in Fort Ranik - a guildie jsut dropped a Meteor Shower on them and they dropped like flys. I cant wait to see what monk bosses like Willa The Unpleasent have in store....
*reads quickly through the thread*
Wow... amazing... its full of people coming up with counters that just don't work in a 4man team and actually enable you to get throug hthe rest of the mission...
Sorry but coming into a thread and just typing counters without even considering the fact the party size is 4 players is possibly the most moronic thing you can do. Any prat can read a skill list and find a method to counter something, it takes some intelligence to think of a way to do it while still been able to complete the mission.
Any party member that can, should bring Drain/Strip/"pwn"enchantments, most you'll really need is 2. It doesn't take a genius to figure out that changing targets after you remove 1 SoJ is a good idea.
I tried Burning Arrow, tbh i found it to be worthless. Well, tbh i've found it to be worthless absolutely everywhere in Hard Mode. Broadhead Arrow (maybe Concussion Shot depending on the area) is possibly the best skill you can bring. COMPLETELY taking 1 Ash Walker (or other caster) out of action will severely decrease any healing your monk has to do to counter spells, with only 1 monk, that is an incredible amount of pressure relieved.
After Vanquishing 'Talmark Wilderness' earlier... nothing is better than been able to BHA 1 Inferno Imp, and interrupt the Rodgorts Invocations from the other 2 (the cast animation is more noticable because its a much longer cast), believe me, countering or interrupting things is alot better than attempting to kill things before they kill you in Hard Mode.
Basically... BHA is much more useful in Hard Mode thanks to the annoying reduced cast time on practically every enemy. Things also aren't *that* hard to predict anymore. You can just assume that they spam things since the recharges are that low...
Wow... amazing... its full of people coming up with counters that just don't work in a 4man team and actually enable you to get throug hthe rest of the mission...
Sorry but coming into a thread and just typing counters without even considering the fact the party size is 4 players is possibly the most moronic thing you can do. Any prat can read a skill list and find a method to counter something, it takes some intelligence to think of a way to do it while still been able to complete the mission.
Any party member that can, should bring Drain/Strip/"pwn"enchantments, most you'll really need is 2. It doesn't take a genius to figure out that changing targets after you remove 1 SoJ is a good idea.
I tried Burning Arrow, tbh i found it to be worthless. Well, tbh i've found it to be worthless absolutely everywhere in Hard Mode. Broadhead Arrow (maybe Concussion Shot depending on the area) is possibly the best skill you can bring. COMPLETELY taking 1 Ash Walker (or other caster) out of action will severely decrease any healing your monk has to do to counter spells, with only 1 monk, that is an incredible amount of pressure relieved.
After Vanquishing 'Talmark Wilderness' earlier... nothing is better than been able to BHA 1 Inferno Imp, and interrupt the Rodgorts Invocations from the other 2 (the cast animation is more noticable because its a much longer cast), believe me, countering or interrupting things is alot better than attempting to kill things before they kill you in Hard Mode.
Basically... BHA is much more useful in Hard Mode thanks to the annoying reduced cast time on practically every enemy. Things also aren't *that* hard to predict anymore. You can just assume that they spam things since the recharges are that low...
W
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Me as touch ranger, dunkoro as woh heal/prot hybrid thinger, zhed as sf nuker(too lazy to update after initial nightfall playtime when SF was way overpowered), and Master of Whispers as a mm.
Never had problems with the healers. It'd be the AI's other faults that leads to deaths, such as dunkoro never kiting, or zhed never kiting, or master never kiting >_>
Never had problems with the healers. It'd be the AI's other faults that leads to deaths, such as dunkoro never kiting, or zhed never kiting, or master never kiting >_>
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