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Grand Court of Sebelkeh
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N
It's quite simple. U can H/H this mish no problem. I would suggest bringing LBG, dmg is alrite but the knockdowns can be helpful. Bring a MM hero along. When u start the mission, make sure every1 is loaded and rdy to go. Then rush the center. Kill the 2 waves of margs that come at you. By now, ur MM should have gotten enough minions. Flag it to the shrine. The rest of the group will kill all enemies at one rift and cap it. The Blasphemy should have started capping but it wouldn't take long b4 ur MM takes it out. Rushing back to the center and make the shrine neutral again and heal ur MM if need. Continue you've capped them all.
The general tactic for this mission that has worked pretty well for me is using a semi-organised PUG. One mesmer, and seven other party members of your choice. The mesmer should also bring multiple interrupts (not power spike or cry of pain - these do too much damage in this situation) and hex eater signet (inspired/revealed hex also works quite nicely).
When the mission starts, the whole team should rush to the central altar and deal with all the mobs that rush in. After that point, the team of seven can go off and start to close the first rift. The mesmer should remain behind at the altar and interrupt The Blasphemy whenever it uses its Summon Torment skill, but not kill The Blasphemy (this is why I suggest a mesmer rather than a ranger for this job - a ranger is more likely to kill the demon in the process of interrupting and there's no way that a lone character can remain standing in that event). When the team has closed the first rift, they should return to the centre and kill The Blasphemy. As soon as The Blasphemy goes down, the team's mesmer can use hex eater signet (or one of the alternatives) to quickly clear most of the party of that annoying Last Rites of Torment hex. As soon as the Unbound Energies are also dealt with, the team of seven can go off and close the next rift while the mesmer once again remains behind to disrupt The Blashpemy when it next spawns. Naturally, if The Blasphemy should run to one of the closed rifts and attempt to reopen it, the mesmer should follow and disrupt until the rest of the team is able to rush to the rescue.
Lather, rinse and repeat until all of the rifts are closed. You may not get masters this way, but it gets the job done.
When the mission starts, the whole team should rush to the central altar and deal with all the mobs that rush in. After that point, the team of seven can go off and start to close the first rift. The mesmer should remain behind at the altar and interrupt The Blasphemy whenever it uses its Summon Torment skill, but not kill The Blasphemy (this is why I suggest a mesmer rather than a ranger for this job - a ranger is more likely to kill the demon in the process of interrupting and there's no way that a lone character can remain standing in that event). When the team has closed the first rift, they should return to the centre and kill The Blasphemy. As soon as The Blasphemy goes down, the team's mesmer can use hex eater signet (or one of the alternatives) to quickly clear most of the party of that annoying Last Rites of Torment hex. As soon as the Unbound Energies are also dealt with, the team of seven can go off and close the next rift while the mesmer once again remains behind to disrupt The Blashpemy when it next spawns. Naturally, if The Blasphemy should run to one of the closed rifts and attempt to reopen it, the mesmer should follow and disrupt until the rest of the team is able to rush to the rescue.
Lather, rinse and repeat until all of the rifts are closed. You may not get masters this way, but it gets the job done.
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J
When the mission starts, watch out for over-aggro as you can easily aggro the side spawns too (the cleric can get pulled into battle & rest will follow). Not all of you need to be in the middle but at least one should be within range to slowdown capture in the start but move everyone there when you've killed the first wave(s). In HM the melee can be quite deadly without weakness on them or enough Prot. enchants.
When you have the center in control move the whole party to any of the rifts, clear it out asap and start capturing. If you feel like it leave the heroes to capture it and move everyone else to center to deal with the first ghost.
When both are done move on to second one & capture it - ignore the ghost for a while. Now that you have captured it, deal with the ghost again. Then go straight to last one ignoring the new ghost as long as possible. Gank the last ghost when when the last rift is taken. You can finish this mission with around 3 ghost spawns only, a fair tip: each time they start capturing the center they also capture the other places a little - in the end they can turn back to margonites. The less ghosts the better.
You should target Cleric -> Melee/Sorcerer -> Warlock/Spear - maybe not exactly in that order but based on threat vs your party. And another thing the initial fight can determine whether you get masters or not, so if you didn't get at first try it probably means it took little too long there
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When you have the center in control move the whole party to any of the rifts, clear it out asap and start capturing. If you feel like it leave the heroes to capture it and move everyone else to center to deal with the first ghost.
When both are done move on to second one & capture it - ignore the ghost for a while. Now that you have captured it, deal with the ghost again. Then go straight to last one ignoring the new ghost as long as possible. Gank the last ghost when when the last rift is taken. You can finish this mission with around 3 ghost spawns only, a fair tip: each time they start capturing the center they also capture the other places a little - in the end they can turn back to margonites. The less ghosts the better.
You should target Cleric -> Melee/Sorcerer -> Warlock/Spear - maybe not exactly in that order but based on threat vs your party. And another thing the initial fight can determine whether you get masters or not, so if you didn't get at first try it probably means it took little too long there
.N
Quote:
Originally Posted by Toutatis
The general tactic for this mission that has worked pretty well for me is using a semi-organised PUG. One mesmer, and seven other party members of your choice. The mesmer should also bring multiple interrupts (not power spike or cry of pain - these do too much damage in this situation) and hex eater signet (inspired/revealed hex also works quite nicely).
When the mission starts, the whole team should rush to the central altar and deal with all the mobs that rush in. After that point, the team of seven can go off and start to close the first rift. The mesmer should remain behind at the altar and interrupt The Blasphemy whenever it uses its Summon Torment skill, but not kill The Blasphemy (this is why I suggest a mesmer rather than a ranger for this job - a ranger is more likely to kill the demon in the process of interrupting and there's no way that a lone character can remain standing in that event). When the team has closed the first rift, they should return to the centre and kill The Blasphemy. As soon as The Blasphemy goes down, the team's mesmer can use hex eater signet (or one of the alternatives) to quickly clear most of the party of that annoying Last Rites of Torment hex. As soon as the Unbound Energies are also dealt with, the team of seven can go off and close the next rift while the mesmer once again remains behind to disrupt The Blashpemy when it next spawns. Naturally, if The Blasphemy should run to one of the closed rifts and attempt to reopen it, the mesmer should follow and disrupt until the rest of the team is able to rush to the rescue.
Lather, rinse and repeat until all of the rifts are closed. You may not get masters this way, but it gets the job done. Isn't this kinda risky? Even tho ur interrupting it, u do know that the blasphemy maintains a +1 on capping the shrine right? You can't counter it.
When the mission starts, the whole team should rush to the central altar and deal with all the mobs that rush in. After that point, the team of seven can go off and start to close the first rift. The mesmer should remain behind at the altar and interrupt The Blasphemy whenever it uses its Summon Torment skill, but not kill The Blasphemy (this is why I suggest a mesmer rather than a ranger for this job - a ranger is more likely to kill the demon in the process of interrupting and there's no way that a lone character can remain standing in that event). When the team has closed the first rift, they should return to the centre and kill The Blasphemy. As soon as The Blasphemy goes down, the team's mesmer can use hex eater signet (or one of the alternatives) to quickly clear most of the party of that annoying Last Rites of Torment hex. As soon as the Unbound Energies are also dealt with, the team of seven can go off and close the next rift while the mesmer once again remains behind to disrupt The Blashpemy when it next spawns. Naturally, if The Blasphemy should run to one of the closed rifts and attempt to reopen it, the mesmer should follow and disrupt until the rest of the team is able to rush to the rescue.
Lather, rinse and repeat until all of the rifts are closed. You may not get masters this way, but it gets the job done. Isn't this kinda risky? Even tho ur interrupting it, u do know that the blasphemy maintains a +1 on capping the shrine right? You can't counter it.
Quote:
Originally Posted by Avarre
Go the the middle, kill everything.
Go to one portal with all 8, kill everything, take it. Go back and kill the Blasphemy, he takes a long time to take the center. Fully recap the center.
Repeat step 2 until you win. Exactly. The hardest part is the initial fight. 2 waves of margies can be a handfull so call targets and take them down as fast as possible. The longer you take, the more margies will spawn from the portals. Once the centre is clear just storm each portal in turn returning to the centre for a few secs after each one.
Go to one portal with all 8, kill everything, take it. Go back and kill the Blasphemy, he takes a long time to take the center. Fully recap the center.
Repeat step 2 until you win. Exactly. The hardest part is the initial fight. 2 waves of margies can be a handfull so call targets and take them down as fast as possible. The longer you take, the more margies will spawn from the portals. Once the centre is clear just storm each portal in turn returning to the centre for a few secs after each one.
w
Quote:
Originally Posted by BigDave
Exactly. The hardest part is the initial fight. 2 waves of margies can be a handfull so call targets and take them down as fast as possible. The longer you take, the more margies will spawn from the portals. Once the centre is clear just storm each portal in turn returning to the centre for a few secs after each one.
Remember that the first wave of margonites come in, 2 from each portal. If you kill both then the next 2 from that portal will come in. So, kill only one from each pair, then kill the fourth one, triggering the next 2 margonites to come in. Take out those 2, then kill one of the 2 remaining original ones. Repeat. If you do it this way, you keep the numbers at manageable levels.
r
Quote:
Originally Posted by Avarre
Go the the middle, kill everything.
Go to one portal with all 8, kill everything, take it. Go back and kill the Blasphemy, he takes a long time to take the center. Fully recap the center.
Repeat step 2 until you win. It always amazes me the sheer number of people I've had to help do this mission with over time, and that strategy is all you need...
Go to one portal with all 8, kill everything, take it. Go back and kill the Blasphemy, he takes a long time to take the center. Fully recap the center.
Repeat step 2 until you win. It always amazes me the sheer number of people I've had to help do this mission with over time, and that strategy is all you need...
Quote:
Originally Posted by Avarre
Go the the middle, kill everything.
Go to one portal with all 8, kill everything, take it. Go back and kill the Blasphemy, he takes a long time to take the center. Fully recap the center.
Repeat step 2 until you win. Yep thats the gist of what I do. Trying to do a split with a pug or h/h is just asking for trouble. If you stay together all the time after the first wave its just cleanup.
EDIT: If I remember correctly you can save time this way: after you clear a portal and while capping it, part of the team can split off to mess with blasphemy while rest cap portal. Portal cap rate is maxed at 4 pips so you cap just as fast.
Go to one portal with all 8, kill everything, take it. Go back and kill the Blasphemy, he takes a long time to take the center. Fully recap the center.
Repeat step 2 until you win. Yep thats the gist of what I do. Trying to do a split with a pug or h/h is just asking for trouble. If you stay together all the time after the first wave its just cleanup.
EDIT: If I remember correctly you can save time this way: after you clear a portal and while capping it, part of the team can split off to mess with blasphemy while rest cap portal. Portal cap rate is maxed at 4 pips so you cap just as fast.
b
You can always flag a hero to one of the rifts after you cap it. Set him to passive. The Blasphemy will try to cap it back. You hero and the Blasphemy will stand there, neither affecting the status of the rift. The remaining 7 can carry on and whack the rest of the map without worries of the center rift.
Quote:
Originally Posted by NecroticChanter
Isn't this kinda risky? Even tho ur interrupting it, u do know that the blasphemy maintains a +1 on capping the shrine right? You can't counter it.
Yes, my strategy is a little risky. Although the +1 on the altar can't be countered, if The Blasphemy uses his Summon Torment skill successfully it suddenly adds a an extra 25-30% to the capture bar. Keeping the demon interrupted gives the rest of the team a little more time to deal with each rift, and every second counts in a fast mission like this.
s
Quote:
Originally Posted by Fungus Amongus
You can always flag a hero to one of the rifts after you cap it. Set him to passive. The Blasphemy will try to cap it back. You hero and the Blasphemy will stand there, neither affecting the status of the rift. The remaining 7 can carry on and whack the rest of the map without worries of the center rift.
Thanks! I used this tip, and it really helped! (Didn't get Master's, though. Just can't seem to get the margonites taken down fast enough. Experts, so far, has been the best I have done. I'm doing this H&H btw.)
I also found equipping Norgu with Inspired Hex helps because he can remove the hex those energy balls spread on the party pretty fast. You could also equip it on a Monk with Mes 2nd as well, if you don't have or don't want Norgu.
I also found equipping Norgu with Inspired Hex helps because he can remove the hex those energy balls spread on the party pretty fast. You could also equip it on a Monk with Mes 2nd as well, if you don't have or don't want Norgu.
I beat this in Normal Mode with heroes and henchies (I was a dervish).
The Blasphemy seems to get tougher each time he respawns if I recall.
What I did...
1) Capture the altar.
2) Ignore the Blasphemy, close the first Chaos Rift.
3) Kill the Blasphemy.
4) Close the second rift.
5) Kill the Blasphemy.
6) Close the final rift.
7) Kill the Blasphemy.
Basically, each time you close a rift, kill the Blasphemy. Do not waste time trying to keep him dead at all times - he captures slowly, anyway, so you can ignore him for a fair amount of time.
Also, I reccomend either bringing an interrupt, or a hero with an interrupt, to stop the Torment Claws.
The Blasphemy seems to get tougher each time he respawns if I recall.
What I did...
1) Capture the altar.
2) Ignore the Blasphemy, close the first Chaos Rift.
3) Kill the Blasphemy.
4) Close the second rift.
5) Kill the Blasphemy.
6) Close the final rift.
7) Kill the Blasphemy.
Basically, each time you close a rift, kill the Blasphemy. Do not waste time trying to keep him dead at all times - he captures slowly, anyway, so you can ignore him for a fair amount of time.
Also, I reccomend either bringing an interrupt, or a hero with an interrupt, to stop the Torment Claws.
