question: will this build work for DOA?

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

hi
sorry if this in in the wrong forum but i wanted to know what you experts(blablabla) think about my build i made
http://gwshack.us/aa440
what do you think?
(ignore the dutch text at the botom, it reads: the bonder got 2 armor sets, one for bonding and one for maintaning)

the main idea is to let the tank get agro and clumb all monsters near eachother and then use splinter(the ritu place splinter on the rangers at start,>barage>spinter>barage(2 waves of barage 1000 dmg per enamie per wave) 2000 damage means a dead group, hopefully

i think i need to take out warmongers weapon, but for what? and weapon of shadow is for if the tank makes a mistake

tnx!

Tiny Killer

Tiny Killer

Lion's Arch Merchant

Join Date: Apr 2006

Oshkosh, WI USA

Exile Champions of Heroic Order [ECHO]

I do not have enough experience in DoA yet to say yes or no, but it sure is nice to see some ritualist love!

Guildmaster Cain

Guildmaster Cain

Desert Nomad

Join Date: May 2006

Guildmistress Eve [Me], Guildmistress Azura [N], Guildmistress Azumi [A], Guildmistress Jaina [D]

Guildmaster Aeron [Rt], Arthas Ironfist [W], Guild: The Tyrian Templars [TTT]

Ohh nice, looks painfull. But first of all im not sure if splinter weapon works well with barrage. Maybe its a proven build, in that case shoot me. The skill discription clearly says on attack, but:
1) it works on Barrage, triggering on every foe that gets hit (highly unlikely and would deplete all 5 strikes)
2) it works on Barrage, but doesnt trigger on all attacks, only the foe that you currently are attacking.

Barrage cancels all preperations, so no point in bringing one I guess. U might as well take Favorable Winds, which roughly has the same effect, but does work with barrage.

Anyway you rely heavily on enchantments, and im pretty sure they get stripped one way or the other in DoA.

Last but certainly not least: DoA monsters (Torment type) use Call of Torment, which makes a new copy of themselves if they get lower then 33% health or something. The bad thing about Barrage and Spliter Weapon is that they do AoE dmg, in other words, they bring an X number of monsters down to 33% health, and they start duplicating themselves. And there you have a monster flood.

But it has been 3 months since i stepped a foot in that place, so maybe someone has more usefull suggestions.
2) it works on Barrage

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

yes, it works whit barage(~250 dmg pet foe/barage)
all build relry on enchantements in doa

taking RTW and dual shot if for kiling the leftover(often single) enamie
for torment creatures, i think tyey dont pose a trouble as they take duble dmg while using it(meaning 500 dmg instand of 250) if that wont kill a already low on heath monster someting is wrong

and it looks like you dont know splinter gor updated a while ago

secondly there are harly torment creatures there(in some areas) if you have trouble, simely spike em using supercharged rtw+dual shot spike while they use call to the torment(byen bye monsters!)

only trouble i see is the gloom effect, 50% to miss is painfull

tknorris

Ascalonian Squire

Join Date: Nov 2006

The Kaizen Order [Kaiz]

N/Mo

The biggest problem you are going to have with this build is that frequently (i.e. almost always) in DOA the party casters do not have line of sight to the mobs they are attacking. Thus, Barrage rangers will have real issues. Examples of this are 1) The first pull in City, The door in city, The final boss battles in City 2) The Stygian mob pulls (whether using the trench trick or not), most of the stygian lord pulls 3) All 3 of the first Major Gloom battles (including the cave) 4) Rooms 2, 3, and 4 in Foundry 5) (and probably the biggest issue) when fighting mallyx from behind the door (though after the Summon Shadows buff, I'm not sure this even matters anymore). Even if you could angle for line of sight, the rangers/rts are going to take significantly more damage from the mobs wanding and their line of sight skills.

The more I think about it, I'd have to say this is not a bad idea but not really a viable build.

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

true

but for fighting mallyax it would be verry dumb for not using a rit lord rit
i think this build ik okay for stygian and maybe other parts

i primary made this build so my ritualist has a change geting to malnax(the 4 quists)
you basecly need a ritu for kiling him, but noone is there yes, sadly

once you got the 4 quists kiling malnax is easy in ritualist perspecive, main trouble is geting there

tknorris

Ascalonian Squire

Join Date: Nov 2006

The Kaizen Order [Kaiz]

N/Mo

If you really want to get your Rt to Mallyx, then you need to take the place of one of the monks and go spirit spammer.

Also, you only addressed my last point, not the fact that Barrage isn't going to work in any of the 4 areas leading up to Mallyx, including Stygian.

You can, of course, try to put this team together and try it, but I think you'll be sorely disappointed. The Rangers & Rts will get owned trying to angle for LOS. And if they don't get owned, they'll almost definitely break aggro due to the angle they'll have to come in at.

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

splirit spammer is HOPELESS in doa, really

and,pardon me. but how do we break agro nif we dont enter agro AT ALL(longbow ftw)

in stygian, noting blocks our LoS

tknorris

Ascalonian Squire

Join Date: Nov 2006

The Kaizen Order [Kaiz]

N/Mo

Quote:
Originally Posted by meat shield
splirit spammer is HOPELESS in doa, really

and,pardon me. but how do we break agro nif we dont enter agro AT ALL(longbow ftw)
Spirit Spammer is not hopeless, that's precisely how several of the Rts in my guild completed DOA w/ their Rt's.

Secondly, the second you hit mobs w/ a longbow at the wrong angle, you will break aggro. And here, "wrong angle" means any angle that doesn't pull the mobs into the wall. The whole point of corner blocking in DOA is for the line of aggro of the mobs to pull them into the wall, and for the tank to prevent their advancement due to pathing. If you hit the mobs either directly behind the tank, or further out from the wall than the tank (both of which are the only way to gain LOS) then the mobs will run straight around the tank and come for you. If you don't believe me, give it a try.

Quote:
Originally Posted by meat shield
in stygian, noting blocks our LoS Not true, If you use the trench, the gate blocks LOS. If you don't the "teeth" do. If you aren't using the natural barriers that the landscape provides, then you aren't doing it right to begin with. That's just on the stygian pulls, to say nothing of the subsequent encounters within the trench.

Additionally, as I said earlier, if you have LOS, so do the mobs. The whole thing that allows the "damage dealers" to survive is the lack of damage they take from LOS. Just 2 hits from a Sanity or Spirit Torment is enough to drop any unbuffed party member.

As I said, if you don't believe me, give it a try. I've completed all 4 areas at least 20 times, and I'm sure it won't work, or at the very least, it won't work as well as SF eles. Also, I'd like to point out, that I would love to see other viable builds out there for DOA, and I believe that there are others, unfortunately, I just don't believe this is one of them.

kelvinchi

Desert Nomad

Join Date: May 2006

my Rt have just finished All four area DOA missions, now I am finding for a good build for Rt to fight Mallyx

anyone have good idea for my Rt build to fight Mallyx with another seven ppls????

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

Quote:
Originally Posted by kelvinchi
my Rt have just finished All four area DOA missions, now I am finding for a good build for Rt to fight Mallyx

anyone have good idea for my Rt build to fight Mallyx with another seven ppls???? wel you can try geting in an air spike group and take a bar someting like this
soul twisting
shelther
displeacement
signet of creation
signet that gives target anamated 180+ health
boon of creation
gylp nof lesser enrrgy
fleshg of my flesh

you main yob is to keep shellter ALWAYS on while fighting malnax , and ude displ. if you got the enrgy to spare

this way survining malnax is verry easy, aslong malyax wont target you


idea for normal doa, why dont replace the HP monk by a:
life
destruction
pain?
rit lord
>feast of souls<(HUGE heal)
boon of creation
protective was koalei
flesh of my flesh

~370 heal every ~11 seconds
http://gwshack.us/c8bcd

PS: what build did you use to get your rit thru doa?

Karlos

Karlos

Master of Mallyx

Join Date: Oct 2005

The Kaizen Order [Kaiz]

E/Me

As tknorris said, the main problem you're going to face is that if you have line of sight to them, they have line of sight to you. Now, if it kills as fast as you claim it does, then that's awesome, cause then you wouldn't care if aggro breaks a little bit here or there. I'd give it a try, but we'd need to get all these unused rangers and ritualists there first.

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

i have a ritu, my guild leader has a ritu, our best offiecier got a ranger and an other member got a ranger there, and they all want to try it tonight
neeeeeeeeeeeeeeeeed monks lol

as i notiuced by my hp ritu build, using it(3 spirits, FoS) will resulatat in en nett energy GAIN of 5, meaing you can replace prot was koale and flesh of my flesh by anyting(like a maintain enchant?, balth spirit, life bond?, anyting?)

Karlos

Karlos

Master of Mallyx

Join Date: Oct 2005

The Kaizen Order [Kaiz]

E/Me

By the way, how do you plan on killing those rangers and eles up the battlements in the City of Torc'qua?

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

i actualy never got that far....LOL

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

for those whp think this build sucks



all groups dropped <3 seconds whit the exception of samll groups of 2 or less

we made one mistake agroing, and we lured two goupd of hungers
they died instantley... LOL

we had alot of fun and we will surely try it again
(the HB monk was afk in the later part, just before completion of quist
we die cuz this was first time for EVERYBODY, so we didnt knnew popups in brood wars...

we are going to do this soon again

tknorris

Ascalonian Squire

Join Date: Nov 2006

The Kaizen Order [Kaiz]

N/Mo

It's not a big surprise you were able to take out the Breaching groups. I mean lets be honest, they can be soloed. The real challenge comes in the rest of Stygian and the other areas. Good Luck with making progress though. Also, consider pulling all 3 groups on each pull, that's the way they are usually taken out.

Just to make it clear, these are the areas I don't believe this build would be capable of taking out:
1) The first group in City
2) The "Door Group" in City
3) The final "bosses" groups in City
4) The Stygian Lords (not Underlords)
5) The first group in Gloom
6) The Cave in Gloom
7) Rooms 1, 2, 3, and 4 in Foundry

Show me screenshots of those areas completed, and I'll agree it's a viable build.

Karlos

Karlos

Master of Mallyx

Join Date: Oct 2005

The Kaizen Order [Kaiz]

E/Me

I want to note a few things:

a) No one thought your build "sucks" so, you're setting up enemies and taking them down, cause you had no enemies.

b) Don't worry about taking down 3 groups at a time, that will come with time, just worry about finishing the area.

c) If you actually try and benefit from the experience of those who preceded you into the Domain of Anguish, you'll do much better and progress much faster. I mean, the quest walkthrough for Brood Wars on the wiki says that there will be pop-ups, the build walkthrough for the entire area that I posted a LONG time ago also mentions in detail what will happen at each junction. You don't have to re-invent the wheel.

d) If you're looking for a metric of efficiency, the 3 SF eles with Deep Frreze take out three mobs in about 5-10 seconds depending on armor (Hungers vs Horrors).

tknorris

Ascalonian Squire

Join Date: Nov 2006

The Kaizen Order [Kaiz]

N/Mo

Quote:
Originally Posted by Karlos
I want to note a few things:

a) No one thought your build "sucks" so, you're setting up enemies and taking them down, cause you had no enemies. Thanks for pointing that out Karlos. I like to have a critical discussion of debatable points, but I by no means mean to malign the author. Many times that can be misinterpretted as "attacking, but that's not the spirit in which it's intended.

tknorris

Ascalonian Squire

Join Date: Nov 2006

The Kaizen Order [Kaiz]

N/Mo

Quote:
Originally Posted by meat shield
i agree, the gloom efect is real nasty for my build, we managed to kill the 1st stygian lord(the monk), but then i had to leave, we knewl noting about the popups yetand we got almost killed by the popup just before the boss, we killed the boss but i had to go
If you've gotten that far in Stygian, then you should be able to complete it. The next question is how long does it take? For an organized team, Stygian usually takes about 1-1.5 hours. I suspect if you don't have a lot of DOA experience it'll be a while before you can get to a point where you are racing for time, but it would be interesting to compare an organized SF team time with your build's time.

Quote: Originally Posted by meat shield margonites(foundry) are less resilent than hungers and such, hungers drop in 8 barages, and margonite in 5,6 or 7, it is posible that we can take 7 baragers in foundry and spike em to dead in one hit(it will be a pain geting such a group togeter) Actually, Titans are much more frequent in Foundry than Margonites. City is where you'll encounter most of the Margonites in DOA. The challenge I think you'll have in Foundry is that it's nearly impossible to fight the mobs in the first four rooms while still in the room with the mobs. That's why most teams hop back through the gate once it closes behind them. This is where the problem comes in because your arrows won't go through the gate. Trying to fight mobs in the same room they popup in is very difficult and prone to team wiping.

Quote:
Originally Posted by meat shield
the main trouble about this build is that you are left whit one or two enamies that you can hardly kill, we got almost killed by 2 fiends some times, we need a blind(lvl 2 spirit of shadowsong?) Here's an interesting idea. Perhaps you could combine your Barrager's with 2 SF Eles. The SF Eles would help alot in taking out those 1 or 2 stragglers left.

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

Quote:
Originally Posted by tknorris
If you've gotten that far in Stygian, then you should be able to complete it. The next question is how long does it take? For an organized team, Stygian usually takes about 1-1.5 hours. I suspect if you don't have a lot of DOA experience it'll be a while before you can get to a point where you are racing for time, but it would be interesting to compare an organized SF team time with your build's time.
it took us aroundn 2 hours to get to the first lord, we lost alot of time whit the popup group right at the start of the 2nd quist, and alot of time sweeping the path to the 1st lord


Quote:
Originally Posted by tknorris Here's an interesting idea. Perhaps you could combine your Barrager's with 2 SF Eles. The SF Eles would help alot in taking out those 1 or 2 stragglers left. true, but the main power of this build is to take down a foull group in 2 seconds, the one that survives is often a single fiend and not melee monsters(actualy, we never tried luring the melee monksters to one ranged monster)
whit only 2 baragers we are able to dead ~55% dmg in 2 seconds but then we have to wait 5 seconds before doing splinter again, i will give it a trie whit 2 splinter and 2 SF

Quote:
Originally Posted by tknorris
The challenge I think you'll have in Foundry is that it's nearly impossible to fight the mobs in the first four rooms while still in the room with the mobs. That's why most teams hop back through the gate once it closes behind them. This is where the problem comes in because your arrows won't go through the gate. Trying to fight mobs in the same room they popup in is very difficult and prone to team wiping. i tested someting, and the first group in the foundry ncan be spiked down whit 7 baragers(or 6) maybe we can do this whit other groups aswell
i was able to spike a good ~15% hp of them and ran away whitout speed boost and thet didnt follow me, of course, thay have heals, but heals wont help vs spiking and the primary heal spell of the margonites is easly interuptable
maybe it workt, but only in the start, cus i do not know how to kill groups that do NOT regroup over time

tknorris

Ascalonian Squire

Join Date: Nov 2006

The Kaizen Order [Kaiz]

N/Mo

Quote:
Originally Posted by meat shield
true, but the main power of this build is to take down a foull group in 2 seconds, the one that survives is often a single fiend and not melee monsters(actualy, we never tried luring the melee monksters to one ranged monster)
whit only 2 baragers we are able to dead ~55% dmg in 2 seconds but then we have to wait 5 seconds before doing splinter again, i will give it a trie whit 2 splinter and 2 SF
Perhaps replace only one barrager then with an air spiker. He would be more effective against just 1 or 2 mobs than an SF ele would anyway.

Quote:
Originally Posted by meat shield
i tested someting, and the first group in the foundry ncan be spiked down whit 7 baragers(or 6) maybe we can do this whit other groups aswell
i was able to spike a good ~15% hp of them and ran away whitout speed boost and thet didnt follow me, of course, thay have heals, but heals wont help vs spiking and the primary heal spell of the margonites is easly interuptable
maybe it workt, but only in the start, cus i do not know how to kill groups that do NOT regroup over time The problem isn't that you'll be able to do enough damage to take them out. The problem is that the rooms are VERY dangerous to stay in because you have nowhere to run when things go badly because the gate closes behind you once you enter. For that reason, teams usually send at least one player back out the gate by killing a pet just outside the gate, then when it closes Necrotic Traversaling to the dead pet. Frequently the team will wipe except for that one person. That person will then rebirth the rest of the team back through the gate and from that point forward they'll nuke from behind the gate, which you can't do because you need LoS. You will therefore be stuck in the room with the mobs that popup, and be continuously mobbed by the groups in the room.

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

Quote:
Originally Posted by tknorris
Perhaps replace only one barrager then with an air spiker. He would be more effective against just 1 or 2 mobs than an SF ele would anyway.
true annyway, but enamies FLEE afther the 2nd barage, and we need atleast 7 hits for a pack to drop, what if i make a ritu look like:
barage, splinter, bloodsong,pain,painfull bond,shadowsong, flesh of my flesh/ draw spirit/spirit burn/brutal weapon???, and completely drop wilderness+marks, 3spirits+paifull make around 70 dps on the avrage enamie


Quote:
Originally Posted by tknorris
The problem isn't that you'll be able to do enough damage to take them out. The problem is that the rooms are VERY dangerous to stay in because you have nowhere to run when things go badly because the gate closes behind you once you enter. For that reason, teams usually send at least one player back out the gate by killing a pet just outside the gate, then when it closes Necrotic Traversaling to the dead pet. Frequently the team will wipe except for that one person. That person will then rebirth the rest of the team back through the gate and from that point forward they'll nuke from behind the gate, which you can't do because you need LoS. You will therefore be stuck in the room with the mobs that popup, and be continuously mobbed by the groups in the room. true

tknorris

Ascalonian Squire

Join Date: Nov 2006

The Kaizen Order [Kaiz]

N/Mo

Quote:
Originally Posted by meat shield
true annyway, but enamies FLEE afther the 2nd barage, and we need atleast 7 hits for a pack to drop, what if i make a ritu look like:
barage, splinter, bloodsong,pain,painfull bond,shadowsong, flesh of my flesh/ draw spirit/spirit burn/brutal weapon???, and completely drop wilderness+marks, 3spirits+paifull make around 70 dps on the avrage enamie Why not have the Rangers go R/E (Air) or perhaps even better, E/R (with attributes Air=12+3+1,Marks=9,Energy=9+1), and have the Rts put Splinter on the rangers and then themselves before the barrage(s)? Splinter lasts a really long time anyway and the 5 second recharge would allow it to be cast on everyone while the tank is collecting aggro. It might be better than way anyway because then all the Splinters would be based off the Rt's higher channeling attribute. Then when you only have a couple of mobs left, the Rangers could use the air spikes to take them out.

I'm still skeptical though that this build will work anywhere but Stygian. I just see too many insurmountable issues in City, Gloom, and Foundry. However, there's nothing wrong with a build that only works in one of the areas.

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

Quote:
Originally Posted by tknorris
Why not have the Rangers go R/E (Air) or perhaps even better, E/R (with attributes Air=12+3+1,Marks=9,Energy=9+1), and have the Rts put Splinter on the rangers and then themselves before the barrage(s)? Splinter lasts a really long time anyway and the 5 second recharge would allow it to be cast on everyone while the tank is collecting aggro. It might be better than way anyway because then all the Splinters would be based off the Rt's higher channeling attribute. Then when you only have a couple of mobs left, the Rangers could use the air spikes to take them out.
we often precast barage and then use barrage>splinter>barage verry fast
i dont know if it works whit 7 barages(or less?) instand of one,
lets do dmg callucation
the rit does 53 dmg and trigers 5 times in a group of 6
5*6*53-(5*53(splinter dont trigers on the foe it hits)=1425 dmg(no lightbringer)
rangers does 41 dmg and trigers 4 times, the dmg will be
4*6*41-(4*41)=900 dmg
as i have mostly 1 rt and 3 rangers who aln fire barage, the total dmg (6 targets) will be
(1425*2)+(900*6)=2850+5400 dmg= 8250
the dmg per enamie is then 8250/6=1357

if i take 1 rt, and 3 E/R, the dmg is as follow:
e/r does same dmg as rt/r so: 1425 dmg, only once
(3*1425)+(1425*2)=7125, 1187 per enamie
this suprises me
1357-1187=170 dmg diference/unit
170 dmg is not that much(im not calutating LB, in wich chhase it would be ~230 difference)
to my experimence in solo farming hungers, i needed 5 barages to kill them(hungers, and i was often left whit one hunger) and that was when they NEVER hit me(no life steal skills)
meaningn it wont work(in theory)
i test a round solo in stygian and count how many times i need to hit them.

Quote:
Originally Posted by tknorris
I'm still skeptical though that this build will work anywhere but Stygian. I just see too many insurmountable issues in City, Gloom, and Foundry. However, there's nothing wrong with a build that only works in one of the areas. true, the effect in gloom kills us, repressive enrgy+barage is your worst enamie, you cant even fire 2 barages, and the foundry is too hard..lol

tknorris

Ascalonian Squire

Join Date: Nov 2006

The Kaizen Order [Kaiz]

N/Mo

Quote:
Originally Posted by meat shield
we often precast barage and then use barrage>splinter>barage verry fast
i dont know if it works whit 7 barages(or less?) instand of one,
lets do dmg callucation
the rit does 53 dmg and trigers 5 times in a group of 6
5*6*53-(5*53(splinter dont trigers on the foe it hits)=1425 dmg(no lightbringer)
rangers does 41 dmg and trigers 4 times, the dmg will be
4*6*41-(4*41)=900 dmg
as i have mostly 1 rt and 3 rangers who aln fire barage, the total dmg (6 targets) will be
(1425*2)+(900*6)=2850+5400 dmg= 8250
the dmg per enamie is then 8250/6=1357

if i take 1 rt, and 3 E/R, the dmg is as follow:
e/r does same dmg as rt/r so: 1425 dmg, only once
(3*1425)+(1425*2)=7125, 1187 per enamie
this suprises me
1357-1187=170 dmg diference/unit
170 dmg is not that much(im not calutating LB, in wich chhase it would be ~230 difference)
to my experimence in solo farming hungers, i needed 5 barages to kill them(hungers, and i was often left whit one hunger) and that was when they NEVER hit me(no life steal skills)
meaningn it wont work(in theory)
i test a round solo in stygian and count how many times i need to hit them. I think you misunderstood what I was suggesting. Both the Rts and the Rangers would continue to all barrage, but the Rts would precast Splinter on the Rangers, and then themselves. Your overall damage should go up, not down since the Rangers Splinter will be based on the Rt's Splinter rather than their own. Also, I was thinking 2 Rts and 2 E/Rs, one Rt would cast on one ele and then himself, and the other Rt would cast on the other Ele and then himself. So, all barrages would be the 1425 number, not the 900 and it would still be the same number of attacks. It would then be 10 seconds (from the last cast of Splinter) before you could Barrage again.

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

i understand, but then you will lose the huge speed on this build, wich is bad
and in the ~15 houres i was in the town, i saw exaly 2 ritualsits, and one was there for the first time and the other sucked pretty much...
getting 2 ritus is near imposible

whit 3 spirits, i deal almost more dmg than an aire spiker can do, but then while i arent even near the foes, and whitout having to worry about enchantements and LoS

today, i almost made it. we got to dreadspawn maw but we got killed there due to unluckey agro. and i cen tell you we got there pretty fast.
atleast, we made the 1st quist whinin ~35 mins

once we got the 2nd quist it was going alot splower sice iot was my 1st time there, and we didnt knew all popers

i just hit my LB rank 4 , 68 dmg per splinter wooo
i want LB 5 :'(

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Erm... i was messing around with this a couple of weeks ago. A 4 man team in Stygian Veil w/ 3 Rangers 1 Ritualist, we cleared the majority of the first quest. Gave up due to DP and the need to be elsewhere while attempting the Stygian Underlord (Golem).

All it needs is a proper tank and you probably just stand there for a few minutes and wipe out every single wave that came forward. Proper grouping up of the other mobs and you probably walk the first quest. Single foes were a problem... but we were running a very dodgy build with spirit walls so lacked a variety of skills. A Necromancer could easily be set up to kill single foes and the Rit can also bring Nightmare Weapon.

Think my Splinter hit for 74 damage at R8 Lightbringer, might be wrong, its been a while since i did it. With the Mark of Pain i threw on 1 of them it works out at about 22000 damage split between 18 Stygians (Plus any EoE damage), if they were grouped properly round a tank it would lead to instant wipeout. Would have to clear the Shadows first though, make things easier.

lennymon

lennymon

Forge Runner

Join Date: Nov 2005

Seattle

Odin's Hammer [OH] - Servant's of Fortuna [SoF]

R/

well meat shield, I've got a rit and a ranger there, gimme a holler if you want a go at it. Ive playd through the area, but as a monkie.

meat shield

Krytan Explorer

Join Date: Feb 2006

holland , delft

[NL]

A/W

every day this week, 11 <---morning, pm, am???? lol gmt, european english dis 1 (or int. dis....)