The Gate of Pain is...Painfull.
elLOCOmutha
Just arrived...how many primary missions until the endgame?
Mesmer in Need
Pain is awful, but then youhave the gate of madness, then you face abbadon. torment, though harsh, is not that long.
elLOCOmutha
So basicly 3 including the Gate of Pain?
ss1986v2
Hockster
Gate of Pain isn't that hard at all so long as you have interupts. Equip Margrid and Jin with Broadhead Arrow and the poor dryders never get a cast off.
Commander Ryker
Quote:
Originally Posted by Hockster
Gate of Pain isn't that hard at all so long as you have interupts. Equip Margrid and Jin with Broadhead Arrow and the poor dryders never get a cast off.
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cosyfiep
I would say this mission is long, and painful if you dont have the right skills.....
I have done this mission with 3 characters so far....the first time the group got almost wiped on more than one occasion....the second and third times with my other characters toook 3 hours for #2, and 2.5 hours for #3.....its a very long mission if you arent set up right....remember that skill attivation costs you 20 health....so melee characters have an easier time of it than heavy caster classes---and has been mentioned bring an interupter or two for the dryders!
I have done this mission with 3 characters so far....the first time the group got almost wiped on more than one occasion....the second and third times with my other characters toook 3 hours for #2, and 2.5 hours for #3.....its a very long mission if you arent set up right....remember that skill attivation costs you 20 health....so melee characters have an easier time of it than heavy caster classes---and has been mentioned bring an interupter or two for the dryders!
Hockster
Quote:
Originally Posted by Commander Ryker
Or an SS necro and a ranger with winter.
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HKSdivision
Gate of Pain isn't hard. It's easy with heroes and henchmen. You just have to know what to do.
dgb
Prot Spirit = LOL you lose vs. Dryders. Chain it on the monk and Koss, then get him to walk up and DRRAAAAGGGGOOOONNNN SSSLLLLLAAAASSSSHHHHH them down.
Zapper901
Just bring a good interupt Ranger. When I did it with my Ranger, I brough Broadhead Arrow and Concussion Shot. No Dryder ever got off a spell.
T N Player
it is fairly easy to just dont stay in 1 spot when fighting the dryers. just aggro and wait about 2 seconds and they will start to cast MS and just move. just move far enough for ur heros to follow u and start fighting again
- Tain -
1 hero with BHA, lock them on 1 target.
Bring mes henchie, call party on the other dryder.
One is Dazed and won't cast, the other will be dead without getting off more than 1-2 spells, and that's only if mes hench didn't behave
Bring mes henchie, call party on the other dryder.
One is Dazed and won't cast, the other will be dead without getting off more than 1-2 spells, and that's only if mes hench didn't behave
Painbringer
Leech signet is your buddy for this mission
Why?
I do it with a basic spike build. 2 SF heroes with Glyph of sacrifice and meteor shower will wipe both the dryders out relatively easily. An interrupt ranger helps as well.
The most important part of this mission is to take it slowly, and make sure everyone has full energy before you attack. Also watch the patrol patterns, every patrol can be taken on by itself with a little patience.
Monks with heal party or LoD help as well.
The most important part of this mission is to take it slowly, and make sure everyone has full energy before you attack. Also watch the patrol patterns, every patrol can be taken on by itself with a little patience.
Monks with heal party or LoD help as well.
Cebe
Gate of Pain is very very easy when you have done it a couple of times - it's just routine. As for the Terrorweb Dryders Broad Head Arrow = "teh win". The only other thing to bear in mind with that mission is that luring torment patrols is important otherwise you may end up with more than you bargained for.
After that it's a short walk to the Gate of Madness. When you reach the Gate of Secrets and head out into the Domain of Secrets I always find it very useful to equip a ranger hero with [wiki]Energizing Wind[/wiki] to help counter the +40% energy cost of skills, which is more like +70% (?) if you run into a Quickening Zephyr. When you start the Gate of Madness it's pretty easy going up to Shiro providing you lure carefully. Personally I find it easier to complete the bonus before killing Shiro (Kill Lich > Cap Shrines (ignoring Shiro) > Kill Shiro). Once, extremely annoyingly, we had managed to cap 4 shrines and were working on the last. We must have been maybe 2 seconds of capping the 5th shrine before the HENCHMEN killed Shiro...what a girl!! He didn't even put up a fight and we lost Masters because he's such a wimp.
Finally Abaddon's Gate. That mission is pretty easy so long as you follow one rule which is: When you see a torment claw...Kill it. Monks with Glyph of Lesser Energy, Entinguish, Heal Party, Light of Deliverance and a hex removal, along with a Paragon with Cautery Signet can be very useful here.
After that it's a short walk to the Gate of Madness. When you reach the Gate of Secrets and head out into the Domain of Secrets I always find it very useful to equip a ranger hero with [wiki]Energizing Wind[/wiki] to help counter the +40% energy cost of skills, which is more like +70% (?) if you run into a Quickening Zephyr. When you start the Gate of Madness it's pretty easy going up to Shiro providing you lure carefully. Personally I find it easier to complete the bonus before killing Shiro (Kill Lich > Cap Shrines (ignoring Shiro) > Kill Shiro). Once, extremely annoyingly, we had managed to cap 4 shrines and were working on the last. We must have been maybe 2 seconds of capping the 5th shrine before the HENCHMEN killed Shiro...what a girl!! He didn't even put up a fight and we lost Masters because he's such a wimp.
Finally Abaddon's Gate. That mission is pretty easy so long as you follow one rule which is: When you see a torment claw...Kill it. Monks with Glyph of Lesser Energy, Entinguish, Heal Party, Light of Deliverance and a hex removal, along with a Paragon with Cautery Signet can be very useful here.
Utaku
To sum up gate of pain is easy when you have:
-Protective spirit, preferably glyphed for multi cast. If you play a dervish or a caster, bring you own prot spirit if you can.
-Interruptions, either rangers or mesmers; or daze
-Good aggro management : engage torment patrols, non boss driders, and boss driders separately. Wait for them to move if they are too close from each other.
-Protective spirit, preferably glyphed for multi cast. If you play a dervish or a caster, bring you own prot spirit if you can.
-Interruptions, either rangers or mesmers; or daze
-Good aggro management : engage torment patrols, non boss driders, and boss driders separately. Wait for them to move if they are too close from each other.
anshin
its easy...
i did it only with heroes and henchies... me bein quick needler plus two others quick needlers rangers, one MM, two ele henchies and two monk henchies...
under an hour it was done....
i did it only with heroes and henchies... me bein quick needler plus two others quick needlers rangers, one MM, two ele henchies and two monk henchies...
under an hour it was done....