Realm of Torment:Help!
Superdarth
Ok,i am at a complete loss
To skip the part where i rant mindlessly about a variety of problems im just going to get straight to the point:I have been unable to make a move without bumping into a group of demons,this group is so powerful i can barely kill it and after a few close calls a group gets the best of me,or worse i aggro two groups,there put to close together for me to be able to kill them!
So its to hard,and i can not progress,i can not to the quest Uncharted Territories or Uncharted whatever its name is.
What im after is two things:
1:Id realy appreciate someone to come down and help me, the people i group with cant do it
2:If 1 is out of the question perhaps one of you can tell me how to get things done in this place?
Realm of Torment..hmpf..well named.
To skip the part where i rant mindlessly about a variety of problems im just going to get straight to the point:I have been unable to make a move without bumping into a group of demons,this group is so powerful i can barely kill it and after a few close calls a group gets the best of me,or worse i aggro two groups,there put to close together for me to be able to kill them!
So its to hard,and i can not progress,i can not to the quest Uncharted Territories or Uncharted whatever its name is.
What im after is two things:
1:Id realy appreciate someone to come down and help me, the people i group with cant do it
2:If 1 is out of the question perhaps one of you can tell me how to get things done in this place?
Realm of Torment..hmpf..well named.
Star Alfur
Be sure you don't have the Master difficulty quest from the Gates of Torment.
Concerning the Torment enemies, I find most of their damage comes from physical attacks - head shots from Paragons, Barrage from the rangers, and then the warriors and dervishes. That said, adding a necro using anti-attacking curses helped me much. ^^ Shadow of Fear, Faintheartedness, Well of Darkness, etc.
Concerning aggro issues, use your flags to position the heroes/henches behind you, then use a Long/Flat bow to pull a group.
Good luck.
Concerning the Torment enemies, I find most of their damage comes from physical attacks - head shots from Paragons, Barrage from the rangers, and then the warriors and dervishes. That said, adding a necro using anti-attacking curses helped me much. ^^ Shadow of Fear, Faintheartedness, Well of Darkness, etc.
Concerning aggro issues, use your flags to position the heroes/henches behind you, then use a Long/Flat bow to pull a group.
Good luck.
Superdarth
A longbow?Im a Dervish,i can try and pull a group but since there ranged it dousnt seem to work,also im quite a necro noob but i can try.
All and all i have quite a bit of trouble with aggro and i cant manage my heroes properly yet.
That and my Master of whispers gets killed easily.
Thanks for the addvice though,i might try it but at this point i have gotton quite the headache and am in no condition to try again without breaking my keyboard in half,il try and find some players for the time being.
All and all i have quite a bit of trouble with aggro and i cant manage my heroes properly yet.
That and my Master of whispers gets killed easily.
Thanks for the addvice though,i might try it but at this point i have gotton quite the headache and am in no condition to try again without breaking my keyboard in half,il try and find some players for the time being.
ak347
I found a good party strategy is to bring 3 monks. Have the paragon hero and then fill the rest of your party with anything you want => I've tried several combos and it works well. A good solution to the necro enemies is well of blood or corpse explosion (Prevents them from animating shambling horrors).
Anyways, 3 monks was the key for me, try it out.
Anyways, 3 monks was the key for me, try it out.
Superdarth
Players or henchmen?
Former Ruling
The "Hard" groups are actually the ones in "Domain of Fear" - Where the Patrols have WIDE pathing and groups commonly consist of 4-5 Rain of Terrors with some random other torments.
Rain of terrors will PWN YOUR FACE in half a sec if there are more than 2 of them,and the patrols are so wide in that area another group will likely come in to help finish off any that the rain spikes didnt kill.
It was so much of a problem for me, I gave all my Heros "Cry of Frustration" and that AoE interupting cleared it right up
Rain of terrors will PWN YOUR FACE in half a sec if there are more than 2 of them,and the patrols are so wide in that area another group will likely come in to help finish off any that the rain spikes didnt kill.
It was so much of a problem for me, I gave all my Heros "Cry of Frustration" and that AoE interupting cleared it right up
Zinger314
I beat nearly the entire Realm of Torment with only Khim and Sogolon as healers.
The key thing is to have skill.
What class are you playing, Superdarth?
The key thing is to have skill.

What class are you playing, Superdarth?
Superdarth
Quote:
Originally Posted by Zinger314
The key thing is to have skill.
Thank you Zinger.
I dont consider myself weak or stupid, ive been in spots like these before and got out due to skill and smarts, im stuck this time though but dont try telling me i dont have skill.
Im a Dervish by the way.

I dont consider myself weak or stupid, ive been in spots like these before and got out due to skill and smarts, im stuck this time though but dont try telling me i dont have skill.
Im a Dervish by the way.
Luciora
Super, I went through there with my Ele last night and also found it to be pretty hard.
What you need to do here is slow down, adjust to the environment effects, look at the patrols and then find a spot to take a group to fight in. I would flag my henchies and heros to the safe spot, use a longbow to hit one of the enemies then run back to my group. Then you just take them out as per normal.
The one thing that you have to be VERY careful with is the groups that consists of 3 or more Scythes of Chaos. I ended up with a nice DP running into those
If you find the groups are still too much for you, think strategically. Take out the smaller patrols which will give you space to run around the groups that you can't take out. Then make a bee line to the exit
What you need to do here is slow down, adjust to the environment effects, look at the patrols and then find a spot to take a group to fight in. I would flag my henchies and heros to the safe spot, use a longbow to hit one of the enemies then run back to my group. Then you just take them out as per normal.
The one thing that you have to be VERY careful with is the groups that consists of 3 or more Scythes of Chaos. I ended up with a nice DP running into those
If you find the groups are still too much for you, think strategically. Take out the smaller patrols which will give you space to run around the groups that you can't take out. Then make a bee line to the exit
LordDeArnise
Realm of Torment areas take alot of strategy and coordination to get through, especially in the primary quests. Rain of Terrors are the bane of everyone here, as they do all kind of Water AoE's, and once you're slowed, they'll unload on you. As the above posters have said, it is best to slow and think your battle plans, then go from there. Running may help, but takes alot of luck and skill.
Superdarth
I did, i planned quite a bit before i moved on, all of my strategy's thus far have failed, until my last one, when i tried Uncharted Territories i managed to succeed this time due to alot of thinking.
And also due to NOT following the green arrow, how is youre average player supposed to do that quest?I take it most will follow the green arrow blindly.
Anyway im now at the Co-op, wich i cant do until tonight as things are empty this morning.
And also due to NOT following the green arrow, how is youre average player supposed to do that quest?I take it most will follow the green arrow blindly.
Anyway im now at the Co-op, wich i cant do until tonight as things are empty this morning.
Avarre
The realm of torment is a well designed area not necessarily because of monster strength (which, in the case of Rains and Arms, is commendable), but because of the pathing that makes aggro a risky business. So long as you move slowly, have a well balanced team and don't double aggro, it's manageable.
I'm glad there's an area you can't simply blindly follow an arrow through. This is the endgame, and it should be a tactical struggle
Good defences in your group, so that you don't fully rely on your monks, are useful... paragon shouts, watch yourself, wards, etc. Lightbringer's Gaze is good against Rains because you can knock out their deepfreeze spike.
I'm glad there's an area you can't simply blindly follow an arrow through. This is the endgame, and it should be a tactical struggle
Good defences in your group, so that you don't fully rely on your monks, are useful... paragon shouts, watch yourself, wards, etc. Lightbringer's Gaze is good against Rains because you can knock out their deepfreeze spike.
Superdarth
Well i agree with you Avarre but i think it might have been a little bit to difficult,i like a challenge but i can get quite worked up when things are getting completely out of hand as i (ofcourse) dont want to get stuck in a well named realm because the developers put the difficulty a bit to high.
Still it sure is nice to have a challenge for a changhe,as long as it dousnt take a load of attempts to get it done.
As i am waiting for the crowds to come to the co-op can anyone tell me what im going up against there without spoiling the storyline?
Still it sure is nice to have a challenge for a changhe,as long as it dousnt take a load of attempts to get it done.
As i am waiting for the crowds to come to the co-op can anyone tell me what im going up against there without spoiling the storyline?
bungusmaximus
I know what u mean, but be persistent. I beat it in several ways. Yesterday we had a party with a bonder monk (Life Barrier) and me being the healer, he bonded the entire group and things were quite OK. Protection magic saves u anyway, keep Protective Spirit on your squishies at all time. In other episodes protection magic was not absolutely necessary IMO, but in nightfall it saved me quite often. In the end we pwned all groups and finished the quest.
When i tried the first time with my heroes i had Olias as a minion master, and Tahlkora as a prot monk (I didnt finish the quest though, i ended up in another outpost cos I took a wrong turn :P) I was the healer again. minions are quite a good meat-shield. Equip every hero with interrupts, cos the rain of terror dudes will completely own u if they get their spells off. Ele hero with echo meteor does miracles to shut down mobbed casters.
I managed to rape about 20 groups that way.
hehe, i almost forgot, but save their rangers for the last, they take ages to kill...
When i tried the first time with my heroes i had Olias as a minion master, and Tahlkora as a prot monk (I didnt finish the quest though, i ended up in another outpost cos I took a wrong turn :P) I was the healer again. minions are quite a good meat-shield. Equip every hero with interrupts, cos the rain of terror dudes will completely own u if they get their spells off. Ele hero with echo meteor does miracles to shut down mobbed casters.
I managed to rape about 20 groups that way.
hehe, i almost forgot, but save their rangers for the last, they take ages to kill...
Chuba
Uncharted Territories is actually runnable, with only the few margonite mobs at the end to fight :P We found this out after being slaughtered by the mob at the beginning for a few times, there's just enough time to run from the start to the northern wall, avoiding the Monoliths there and the huge pack of demons approaching from the west. Just make sure everyone in your team knows that you are NOT killing that mob just now
HolyHawk
Make sure to always keep killing quickening zephyr because that will debilitate your party greatly; that is actually what I worry the most. I had my minion master hero with jagged bones, so he could keep minions up all the time, and death nova them to generate constant dmg. As people already said, worry a lot with rain of terrors and arm of insanity (elementalist and ranger). Since I play a mesmer, I find it easy to shut down them both: empathy + price + spirit of failure on the ranger, so his barrage either gives me 20 energy, or deal him over 150dmg at once, and the simple backfire on the elementalist. 2 of my heros are monks, with power drain and leech signet. They alone can shut down most of the casters. The lightbringer gaze is really usefull here, because it can disrupt the action and deal heavy dmg for a low cost.
Slowing down the run and using the flag comands on your heros might be necessary, because you can't afford to take more than one group at once, or you are pretty much dead. Have prot spirit in any support character. A paragon helps greatly as well (a hero, if you can trust monk hench to do the job, I don't like sogolon very much). Make sure to make everyone finish of a dying enemy quickly, especially rangers, because they can use a skill to duplicate themselves if not dead under 5 seconds (and by duplicating, means a copy of his full health/energy/skill recharged self).
Slowing down the run and using the flag comands on your heros might be necessary, because you can't afford to take more than one group at once, or you are pretty much dead. Have prot spirit in any support character. A paragon helps greatly as well (a hero, if you can trust monk hench to do the job, I don't like sogolon very much). Make sure to make everyone finish of a dying enemy quickly, especially rangers, because they can use a skill to duplicate themselves if not dead under 5 seconds (and by duplicating, means a copy of his full health/energy/skill recharged self).
Velath
For the two or three primary quests where you have to do travel to a different Gate, me and a guildie dervish ran all of them. The uncharted territory was the easiest, although all our heroes died of course. I used shadow form when I had to aggro with lots of running skills and he used vow of silence (can get at the gates of desolation quest or outside that town there) and that greatly improved our survivability!
The only problem with this (besides dropping to 53 health every 25 secs without being in mosters aggro range!) is that the run to Gate of Madness requires you to guard a scout at the end. What we did here was ran over there, activated a rez shrine near the portal (at this time just me and him, heroes all dead), and promptly sacrificied ourselves. Party was rez'd at the shrine, walked around a corner, defended the scout and proudly walked into the portal finishing the quest to get to that lovely mission. Of course it was supposed to work, but for some reason we were rez'd at the second last shrine we passed so we actually had to fight a little way but it wasn't bad. Just an idea if you're really having a really rough time fighting.
And yah, as mentioned above, make sure you don't have any Master's Quests in your quest log when venturing out because they make it a lot harder (also found that out the hard way!).
The only problem with this (besides dropping to 53 health every 25 secs without being in mosters aggro range!) is that the run to Gate of Madness requires you to guard a scout at the end. What we did here was ran over there, activated a rez shrine near the portal (at this time just me and him, heroes all dead), and promptly sacrificied ourselves. Party was rez'd at the shrine, walked around a corner, defended the scout and proudly walked into the portal finishing the quest to get to that lovely mission. Of course it was supposed to work, but for some reason we were rez'd at the second last shrine we passed so we actually had to fight a little way but it wasn't bad. Just an idea if you're really having a really rough time fighting.
And yah, as mentioned above, make sure you don't have any Master's Quests in your quest log when venturing out because they make it a lot harder (also found that out the hard way!).

Superdarth
Just when you thought things couldnt get worse...
Thanks in no small part to all of youre advice (thank you very much for that.)
i have now reached the gates of maddness mission.
SHIRO AND THE LICH?!How did they get there and what are they doing there?
But worse it seems not henchmen nor players would be able to take them down,judging from what ive seen when i tried it once it would take a group so strong that it could take days if not weeks to find.
Anything i should know about taking down this deadly duo?
Thanks in no small part to all of youre advice (thank you very much for that.)
i have now reached the gates of maddness mission.
SHIRO AND THE LICH?!How did they get there and what are they doing there?
But worse it seems not henchmen nor players would be able to take them down,judging from what ive seen when i tried it once it would take a group so strong that it could take days if not weeks to find.
Anything i should know about taking down this deadly duo?
gestalt
I worked on opening up morning veil falls for [skill=text]Spoil Victor[/skill]
Hopefully that should help out. We will see.
Hopefully that should help out. We will see.
Solarii
Quote:
Originally Posted by Superdarth
A longbow?Im a Dervish,i can try and pull a group but since there ranged it dousnt seem to work,also im quite a necro noob but i can try.
You don't have to have any skill in marksmanship to use a longbow, the object isn't to do damage just get their attention. Any/every character should have one handy for mobs like this.
Just one thing to make sure of, if you are using heroes make sure you have them flagged or set to avoid combat, cuz the silly tank/dervish/melee heroes will charge right into the mob you just tried to carefully pull to your location.
Just one thing to make sure of, if you are using heroes make sure you have them flagged or set to avoid combat, cuz the silly tank/dervish/melee heroes will charge right into the mob you just tried to carefully pull to your location.
lightblade
I'll say something that other's didn't say. Is that how to defeat the charging enemies that came with that Master difficulty quest.
First...you'll need hella ranged spikers...and 1 necromancer with well of suffering.
Now you'll just need to spike kill word of madness and shadow of fear, and use their corpses to make well of suffering, while enemies kill you repeatedly, you just make more well of suffering and make your enemies rot to death.
First...you'll need hella ranged spikers...and 1 necromancer with well of suffering.
Now you'll just need to spike kill word of madness and shadow of fear, and use their corpses to make well of suffering, while enemies kill you repeatedly, you just make more well of suffering and make your enemies rot to death.
Superdarth
Quote:
Originally Posted by gestalt
I worked on opening up morning veil falls for [skill=text]Spoil Victor[/skill]
Hopefully that should help out. We will see. Looks the same as empathy to me,only more potent.
Looks like it also has the backfire effect to me,only less potent.
Mesmers rule
Hopefully that should help out. We will see. Looks the same as empathy to me,only more potent.
Looks like it also has the backfire effect to me,only less potent.
Mesmers rule
HolyHawk
The thing on spoil victor is that bosses, and most lv28 mobs have a lot more max health than you do, so they are gonna pummel themselves to death until they reach the same hp as you do, which means that they are nearly dead.