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How to beat Shards of Orr? (hard mode)
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Easy answer is get a run from a 600/smite team.
Harder answer is to take a lot of holy damage on your own team; if going H/H the way I did it was to take Norgu as a signet smiter, Gwen as a domination/interrupter, Melonni with [Avatar of Balthazar], Mhenlo, Lina, Cynn, Devona. I'm a mesmer BTW. Tri-necro? Pssh. Tri-mesmer FTW.
Harder answer is to take a lot of holy damage on your own team; if going H/H the way I did it was to take Norgu as a signet smiter, Gwen as a domination/interrupter, Melonni with [Avatar of Balthazar], Mhenlo, Lina, Cynn, Devona. I'm a mesmer BTW. Tri-necro? Pssh. Tri-mesmer FTW.
E
I actually find a Melandru's Derv with heart of holy flame to convert the damage from earth to holy to be more effective then a balth derv. A Balth derv will spend most of the time blind, the zombie wizards like to spam eruption, b-flash and such. With Melandru, you'e immune to all that, the necro's virulence the fire traps, and all that, and still do holy damage with HoHF. If you do take balth, or any other melee class, consider taking Sight Beyond Sight. Even though it's a spawning power skill, it still lasts about 8-10 seconds, and the immunity to blind in this dungeon really really helps.
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Okay, so after about 2-1/2 hours in the dungeon, HM with H/H, with Soul of Fendi at about 1/8 health, I disconnected and couldn't reconnect.
My question is about Fendi and Soul of Fendi. I was running three RoJ smiting heroes, each with a quick mesmer interrupt (my thought was that that would help on the Fendis...it did, sort of...), Mhenlo, Lina, Cynn, and Herta. I was with my ele, with a notably horrid build. I was basically running an earth build with a knock down and some other useless earth skills, with Light of Deldrimor and Pain Inverter. Nevertheless, the knock down worked excellently on the groups of undead, coupled with 3x RoJ made easy work of the undead groups. The Enchanted groups were harder because I had no useful skills to damage them, and the large pop-up group in the cemetary on level 2 was harder still. Still, nothing that I couldn't handle. With working off DP against the easy undead groups, I had very little DP going to Fendi.
Then Fendi wipes me several times with ease. Any tips on beating him and his soul without numerous wipes? I tried getting him in the flame traps/jets - it didn't work, he'd simply walk out of the fire and never return to it. I tried pulling him further out of his room - it worked to some extent and I ended up taking Soul of Fendi down to about 1/2 or less doing that. But then the Fendis decided that they would rather run back to his big room instead of fighting outside. After that, it was hit or miss with what would work. I wasted a powerstone at that point, but I probably still would have been able to finish him off at 1/8 health (but then the disconnect
). What worked best by far was pulling across the bridge and then flagging my party apart in the little landing area so that his damage wouldn't be party-wide. Fendi stayed half-way up the bridge and took damage pretty easily there - until he got wise and decided he'd rather run than fight.
So...any tips for dealing with Fendi? There must be a better way than a war of attrition and popping powerstones until he's dead. I was thinking of going primiarly air ele next time for blind/weakness/cracked armor (especially useful for the Enchanteds - but not sure anything but weakness there would help with Fendi). Would high dps fire skills be better against Fendi? Lots of hex removal sure would have been nice, but it doesn't seem like there's much room for that on three smiting heroes. Any suggestions for Fendi??
My question is about Fendi and Soul of Fendi. I was running three RoJ smiting heroes, each with a quick mesmer interrupt (my thought was that that would help on the Fendis...it did, sort of...), Mhenlo, Lina, Cynn, and Herta. I was with my ele, with a notably horrid build. I was basically running an earth build with a knock down and some other useless earth skills, with Light of Deldrimor and Pain Inverter. Nevertheless, the knock down worked excellently on the groups of undead, coupled with 3x RoJ made easy work of the undead groups. The Enchanted groups were harder because I had no useful skills to damage them, and the large pop-up group in the cemetary on level 2 was harder still. Still, nothing that I couldn't handle. With working off DP against the easy undead groups, I had very little DP going to Fendi.
Then Fendi wipes me several times with ease. Any tips on beating him and his soul without numerous wipes? I tried getting him in the flame traps/jets - it didn't work, he'd simply walk out of the fire and never return to it. I tried pulling him further out of his room - it worked to some extent and I ended up taking Soul of Fendi down to about 1/2 or less doing that. But then the Fendis decided that they would rather run back to his big room instead of fighting outside. After that, it was hit or miss with what would work. I wasted a powerstone at that point, but I probably still would have been able to finish him off at 1/8 health (but then the disconnect
So...any tips for dealing with Fendi? There must be a better way than a war of attrition and popping powerstones until he's dead. I was thinking of going primiarly air ele next time for blind/weakness/cracked armor (especially useful for the Enchanteds - but not sure anything but weakness there would help with Fendi). Would high dps fire skills be better against Fendi? Lots of hex removal sure would have been nice, but it doesn't seem like there's much room for that on three smiting heroes. Any suggestions for Fendi??
C
1. Locking a broadhead arrow ranger onto him can greatly reduce his damage output.
2. There is some way to get his soul form's minions to spawn away from his soul form and not bother you. I used to believe I knew what it was (I thought the minions appear at the previous location you killed him), but it turns out I was incorrect. I know that it's possible, since I've done it, but I don't know how to do it reliably.
2. There is some way to get his soul form's minions to spawn away from his soul form and not bother you. I used to believe I knew what it was (I thought the minions appear at the previous location you killed him), but it turns out I was incorrect. I know that it's possible, since I've done it, but I don't know how to do it reliably.
To that point, when I could get Fendi to cross the bridge and kill him, his Soul would spawn right there, and I do believe that only once (the first time) did his minions spawn with him. Before the Soul disappeared, he usually ran back across the bridge and disappeared there. Every subsequent time that I was able to pull Fendi and kill him across the bridge, only the Soul spawned there, but his minions spawned back across the bridge (closer to the room) and didn't bother me - but every time the Soul ran back across the bridge before he disappeared. So maybe it is true that the minions spawn at the last location where the Soul disappeared? That wouldn't explain everything, but it may be close. Of course, at least 2 or 3 times, the Sould never spawned at all, just his minions did, and then after the usual time they disappeared and Fendi returned without any Soul at all. So it may be buggy. In any event, the problem still was that, at least at a certain point, Soul of Fendi would simply spawn on the bridge and then run back to the room before I could damage him at all. The BHA idea is interesting, but it seems that that would take away from the effectiveness of the RoJ spike (unless I also went as a RoJ smiter...). Any additional suggestions are most welcome. 
One of the keys to fighting Fendi (both forms!) is to watch your enchants. She likes to hit you some very nasty enchant removal that'll just pulverize you in seconds.
I noticed his minions can be a bit random in where they spawn. Sometimes they'll spawn right where she first starts, other times right where either the soul or body appears.
As for using RoJ...I'd recommend a signet smiter with [[mantra of inscriptions]. Individually the signets do less damage than RoJ, but with the Mantra they have a faster recharge, so you're getting more bang for your buck. In addition since they don't need energy, you can throw in some utility stuff like [[holy wrath] or [[judge's insight]. And if you're using [[signet of judgement] you get some very nice AoE KD.
If you want to get really fancy, you can use that Artificer Mesmer for your smiter. The build/equipement is here:
http://www.guildwarsguru.com/forum/s...10&postcount=3
With this the idea is that you have several high damage signets with a quick recharge on a character that's armored almost as good (if not better) than a warrior, so it's pretty durable. Last Shards run with my guild we brought two of these and cleaned up pretty easily.
I noticed his minions can be a bit random in where they spawn. Sometimes they'll spawn right where she first starts, other times right where either the soul or body appears.
As for using RoJ...I'd recommend a signet smiter with [[mantra of inscriptions]. Individually the signets do less damage than RoJ, but with the Mantra they have a faster recharge, so you're getting more bang for your buck. In addition since they don't need energy, you can throw in some utility stuff like [[holy wrath] or [[judge's insight]. And if you're using [[signet of judgement] you get some very nice AoE KD.
If you want to get really fancy, you can use that Artificer Mesmer for your smiter. The build/equipement is here:
http://www.guildwarsguru.com/forum/s...10&postcount=3
With this the idea is that you have several high damage signets with a quick recharge on a character that's armored almost as good (if not better) than a warrior, so it's pretty durable. Last Shards run with my guild we brought two of these and cleaned up pretty easily.
Thanks, guys, got it tonight.
Got Fendi's Staff and a diamond for my efforts. Didn't do anything very different from last night, except I put Divine Healing and Revealed Hex on each of my heroes, and I went as a hybrid earth-KD/fire/pve ele (lol-just like old times?
). Breezed through everything until the boss. Patience at the boss, careful pulling across the bridge, and flagging the H/H apart. Okay, I admit, plus a cons set at the boss, which allowed me to pull without continually getting killed in the process. Whatever, it's done. One hour to get to the boss room, 55 more minutes to kill him. :/
Here's my take on this dungeon in HM: levels 1, 2, and 3 = easy with an effective build and even only a little practice, very doable, somewhat entertaining (except for the cemetary room on level 2, which still gave me some problems). Boss = a little silly...well, okay, just plain absurd. If it weren't for the absurd boss encounter, this dungeon in HM would be one that I'd return to just for fun. As it is, not so much.
Anyway, thanks again. I may try that Artificer Mesmer sometime, it looks like fun.
Here's my take on this dungeon in HM: levels 1, 2, and 3 = easy with an effective build and even only a little practice, very doable, somewhat entertaining (except for the cemetary room on level 2, which still gave me some problems). Boss = a little silly...well, okay, just plain absurd. If it weren't for the absurd boss encounter, this dungeon in HM would be one that I'd return to just for fun. As it is, not so much.
Anyway, thanks again. I may try that Artificer Mesmer sometime, it looks like fun.
Fendi himself is not an issue as he can be countered by standard anti-boss methods such as daze/knockdown - the bigger problems come from the sudden spike from having 8 rits/archers spawn suddenly and unload their strongest attacks on your mid/backline. This latter effect is counterable by microing your heroes - just before you kill the physical form fendi, put down a ward against elements and just as the ghost form ends, hit shields up/aegis/defensive anthem/whatever.
You can't mean [[Aegis]], though, correct?... party-wide enchant = party-wide pain, because of Fendi's [[Desecrate Enchantments]], no?
The other skills I agree would be effective, but it seems that you would need at least 2 players plus 6 heroes to get a W or P on heroes for those skills. With one player and 3 heroes and 4 hench, it seems that there wouldn't be an opportunity to have one of the heroes with a primary or secondary W or P. Mo/Me seems to be the best profession allocation for the three smiting heroes, to take advantage of [[Mantra of Inscriptions]] and hex removal like [[Revealed Hex]] or [[Inspired Hex]]. Granted, having three smiting heroes is an assumption that might not always be necessary, but it is incredibly effective for the rest of the dungeon.
In any event, by pulling Fendi and his/her Soul across the bridge, I did not have to fight the Crewmen at all - ever. The Crewmen are very dangerous. The Archers, not so much. Yes, it takes much longer than it should to do it that way, but, going with H/H, with three Mo/Me smiting heroes and four hench, I can't see any effective way to take on Fendi and Soul of Fendi straight up, with their various spawns, in Fendi's own room, without pulling them out of their room and away from their spawns. I'd be interested to hear of any efficient way both to get to Fendi and to kill him with just H/H, without repeated wipes at the boss - other than taking a very long time to pull, kil Fendi, damage Soul of Fendi a little, have him run away, and repeat. I have thought about trying to body-block Fendi and Soul of Fendi on the bridge, so he can't escape back to his room, but I'm not sure about where his minions would spawn if I did that. Multiple real people would help with that, but it may also be possible with H/H. I'm just not sure where his minions would spawn.
Anyway, thanks again, and best of luck.
The other skills I agree would be effective, but it seems that you would need at least 2 players plus 6 heroes to get a W or P on heroes for those skills. With one player and 3 heroes and 4 hench, it seems that there wouldn't be an opportunity to have one of the heroes with a primary or secondary W or P. Mo/Me seems to be the best profession allocation for the three smiting heroes, to take advantage of [[Mantra of Inscriptions]] and hex removal like [[Revealed Hex]] or [[Inspired Hex]]. Granted, having three smiting heroes is an assumption that might not always be necessary, but it is incredibly effective for the rest of the dungeon.
In any event, by pulling Fendi and his/her Soul across the bridge, I did not have to fight the Crewmen at all - ever. The Crewmen are very dangerous. The Archers, not so much. Yes, it takes much longer than it should to do it that way, but, going with H/H, with three Mo/Me smiting heroes and four hench, I can't see any effective way to take on Fendi and Soul of Fendi straight up, with their various spawns, in Fendi's own room, without pulling them out of their room and away from their spawns. I'd be interested to hear of any efficient way both to get to Fendi and to kill him with just H/H, without repeated wipes at the boss - other than taking a very long time to pull, kil Fendi, damage Soul of Fendi a little, have him run away, and repeat. I have thought about trying to body-block Fendi and Soul of Fendi on the bridge, so he can't escape back to his room, but I'm not sure about where his minions would spawn if I did that. Multiple real people would help with that, but it may also be possible with H/H. I'm just not sure where his minions would spawn.
Anyway, thanks again, and best of luck.

