The Gate of Pain is...Painfull.
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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!
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Originally Posted by Commander Ryker
Or an SS necro and a ranger with winter.
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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.
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.
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.
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