Tips for dealing with mobs in the Realm of Torment

Sal

Ascalonian Squire

Join Date: Nov 2006

PWN

Mo/E

Hey all , I've been searching through the various threads for help in this area , but havent had much luck so far.

My warrior is the only character that has finished all three campaigns so he is my only choice (as of yet) for quests in this area.

I was hoping to find some hero / henchie combinations and builds specifically for this area.

With the energy /skill recharge denial maps and huge mobs (most having two monks and multiple eles / necros / rangers) I find my party getting wiped and with 60% dp most times

Margartite groups are pretty easy to take out , but the others are just insane

Maybe allowing you to use 7 heros for these maps would be a nice update

I'm up for a challenge most times , but these maps are starting to wear me down.


Any Ideas ?

audra

audra

Academy Page

Join Date: Feb 2006

N/R

Searing Flames + "They're On Fire!" is nice, both good offense and defense.

Sal

Ascalonian Squire

Join Date: Nov 2006

PWN

Mo/E

Thx audra , I take it then , more offence than defence against the torments ?

I have been taking two hero monks with me up until now , maybe I will try taking Zhed and Capitan M and a monk .

Thx for the reply

TomD22

TomD22

Lion's Arch Merchant

Join Date: Jul 2005

The grasp of insanities (and another type, i forget the name) spawn fresh copies of themselves if you don't kill them fast enough when they use "call to the torment" so if you don't watch out you can find groups actually increasing in size the longer you fight them. So that's something to watch for.

Paperfly

Paperfly

Krytan Explorer

Join Date: Jun 2006

- It's worth running heroes/henchies who do weapon rather than spell damage, simply because so many of the monks run around with Spellbreaker!

- Bring Lightbringer's Gaze, and only use it (on demons) after they use their Call to the Torment. Henchies can't be trusted to appreciate the urgency of the situation, so you'll need to finish them off yourself.

- Don't put powerful area damage effects (e.g. Spiteful Spirit) on your heroes for these areas. Demons will use their Call once they take a certain amount of incidental damage, and if you're not focussing on them the number of enemies you have to face can double!

...But really, the single biggest thing to remember in the Realm of Torment (and everywhere in Nightfall, for that matter, but it's worst there) is your aggroing. Keep very tight control of your heroes at all times - either don't bring melee heroes or use their individual flags to keep them from rushing ahead.

Remember that the area is known for its overlapping patrols. This means you have three options:

(a) Clear out the entire area, killing the nearest group and slowly working outwards. Safe, but it takes forever!

(b) Learn the map really well and know when to expect to have to hold back until patrols have passed.

(c) Wait for large gaps in the map, and dash past mobs without fighting anyone!

Mr.H.Mishima

Mr.H.Mishima

Lion's Arch Merchant

Join Date: Mar 2006

The Summit of Human Evolution

W/

I'm going to have to disagree with the above poster in regards to Spiteful Spirit. I had no trouble. Even finished the super impossible masters quest (can't remember name) with full team heroes/hench. I ran an SS Necro and a SV Necro + a condition removing monk for my hero's and then the Illusion, Paragon, and Dervish Hench + Menhlo. Walked through everything but the above mentioned quest. Almost too easy. I'll post the full builds if you'd like. In fact, for I didn't even collect my lightbringer gaze until AFTER I finished that quest. I'd forgotten about it.

Mai

Mai

Lion's Arch Merchant

Join Date: Mar 2006

Needs Moar[DESU]

Mo/

Focus Fire on a demon otherwise your party will be fighting a lot more than what you started with.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Ranger spike works nicely

Make sure Quickening Zephyr is your first target. NOTHING (even Rain Torments) will kill you faster than this spirit.

But yeah focusing on single enemies is a good start, maybe even equipping your Monk heros with Mantra of Frost and Light of Deliverance.

I usually bring 3 monks (2 hench 1 hero) and 4 rangers (2 hero 1 hench and me) and theres plenty of damage to kill off single targets while keeping us alive. It does get easier though the more you play it.

Fluffyx

Fluffyx

Krytan Explorer

Join Date: Jul 2005

Courtney PantsuLand

Death By Teazu [TEA]

W/Mo

I learned from my first time through these areas the easiest way is to wipe out all the groups one at a time. A devoted interupter helps a bunch here as well with all the spells going around. Just take it slow one wrong move can mean you have two other groups coming on you.

Sal

Ascalonian Squire

Join Date: Nov 2006

PWN

Mo/E

Hey , thx for the tips everyone

I ended up switching to a W/R and brought along apply poison , melandrus resilience , flail , sever artery , gash , standing slash , final thrust and LBers gaze . Armed with a poisonous sword I was able to get some decent degen on the buggers while my two ele heros were burning their butts off


Had Talkora armed with totem axe and Amiresh's Piety , giving her a total mana count of 66 with enchantments lasting 20% longer , she held her own . Even had her life bond the two eles so they weren't so squishy .

Would still like to see 7 heros for those maps