Jade Brotherhood
JohnJohn69
Has anyone got a build for Tahnnakai Temple or any other part of the map, that has these Jade Brotherhood's, Jade Mage and Jade Ritualist. Trying to Vanquish, but these are just killing me whatever build I try.
Team build if possible please, stating what character and what skills equipped
Cheers JohnJohn
Team build if possible please, stating what character and what skills equipped
Cheers JohnJohn
Evilsod
Hexes are almost completely out. They remove them before they even take effect.
Did this with a friend, not the most imaginative... 1 Smoke Trapper, involving lots of dust and luring into said traps to cause a nice boom. Several SF Eles who took advantage of the Flame Trap to instantly hit all said grouped up Jades with 4 rounds of Searing Flames. SS necro (because thats what he was) with Meakness for the huge AoE effect, Enfeebling Blood and general SS skills. Works nicely once the Mesmers are dead since the Knights just annihilate themselves with Triple Chop.
Like i said... not very imaginative, but it worked. Although thinking about i think that build would work for every 8man area... lol.
Did this with a friend, not the most imaginative... 1 Smoke Trapper, involving lots of dust and luring into said traps to cause a nice boom. Several SF Eles who took advantage of the Flame Trap to instantly hit all said grouped up Jades with 4 rounds of Searing Flames. SS necro (because thats what he was) with Meakness for the huge AoE effect, Enfeebling Blood and general SS skills. Works nicely once the Mesmers are dead since the Knights just annihilate themselves with Triple Chop.
Like i said... not very imaginative, but it worked. Although thinking about i think that build would work for every 8man area... lol.
DarklingKiller
Ur build only worked here cause its mostly melee
Evilsod
Tell that the Zha in the original DVDF and i think you'll find yourself very much mistaken. Lures were coordinated so they were grouped up close enough to all hit the traps together, wouldn't have mattered if they did... they still died, they just killed his Zhed first... come to think of it they did that even when only the Ritualist was left standing after the first 5 seconds.
Stig Figger
It's relieving to see that others are having trouble with the Jade too. In Tahnnakai and Wajjun Bazaar, the mobs have too many high-powered nukers to keep interrupted and the patrols often overlap before you can finish one group off. Wajjun also has pop-up groups that you may need to map out first in some practice runs.
After trying many non-trapping builds I'm convinced that henchmen just won't work...or you have to pull and trap. I mean, you can get a team build that will work OK, but with one slip-up (like henchman over-aggro), or unexpected pop-up mob, or well-timed interrupts (by them) you get wiped and are that much easier to get wiped again (so 4-leaf clovers would be essential).
Trapping is too slow when you're not primary Ranger so I haven't utilized it here yet, but will 'resort' to that then if I can't find a human to group with. If there is an effective non-trapping team build for these areas, it will probably take exquisite advantage of the fact that the Jade do not strip enchantments or have condition removal.
After trying many non-trapping builds I'm convinced that henchmen just won't work...or you have to pull and trap. I mean, you can get a team build that will work OK, but with one slip-up (like henchman over-aggro), or unexpected pop-up mob, or well-timed interrupts (by them) you get wiped and are that much easier to get wiped again (so 4-leaf clovers would be essential).
Trapping is too slow when you're not primary Ranger so I haven't utilized it here yet, but will 'resort' to that then if I can't find a human to group with. If there is an effective non-trapping team build for these areas, it will probably take exquisite advantage of the fact that the Jade do not strip enchantments or have condition removal.
Fionn Falaich
I was going to post the same thread topic. I've vanquished all of Elona with heroes/hench and 21 of 33 areas in Cantha, but the Jade Brotherhood just aren't cooperating. I generally run the following team build, which with minor tweaking here and there (such as in Joko's and Hidden City) got me through every area so far. I am an ele and I run a Blinding Surge build, and I take MoW as SS, Olias as MM, Norgu as dom mesmer (Empathy, Backfire, P-Block), with two hench monks and two hench melee. I sometimes substitute Razah when there are particularly nasty caster bosses, but this build does very well in most areas.
I managed to vanquish Nahpui Quarter, where the Jade come in no more than four in a group. In Tahnnakai Temple and Wajjun Bazaar, though, there are around seven in a group and they just tear the party to pieces. I'll keep testing other builds against the nasties. I'd be happy to party up with others doing these areas if we can coordinate schedules (IGN: Eliana Elana), but in the meantime any other thoughts would be most welcome.
I managed to vanquish Nahpui Quarter, where the Jade come in no more than four in a group. In Tahnnakai Temple and Wajjun Bazaar, though, there are around seven in a group and they just tear the party to pieces. I'll keep testing other builds against the nasties. I'd be happy to party up with others doing these areas if we can coordinate schedules (IGN: Eliana Elana), but in the meantime any other thoughts would be most welcome.
Evilsod
We were given Ranger heros to use them. I'm not really sure how well they perform at offensive trapping, but they sure as hell trap properly when you make them. They made me almost 1 million by getting them to help me trap in Stygian Veil, they just need some controlling. I didn't need much active trapping anyway, its slow, but if you want to annihilate those frigging Jade Brotherhood, slow means nothing if it works. Personally i'd rather spend 30-60 seconds trapping before each mob to ensure they die than have the possibility of a wipe every time.
As for effective non-trapping. Glyph of Concentration and an Obsidian Tank would work quite well allowing the hench to stay back till you have agro properly surrounding the Casters before they come in to nuke everything. Course an Ele, Dervish or Warrior does that job best (anti-knockdowns cosi think they use Stomp even on single players) but any character can use Stoneflesh w/ Armour of Earth + Obsidian Flesh or an un-interruptable 55 Monk. Eruption goes a long way with the 10s. Combines very nicely with Enfeebling Blood too if you have Stoning.
Mitigating there damage just doesn't work, you need to completely stop it or direct it away from the backline.
As for effective non-trapping. Glyph of Concentration and an Obsidian Tank would work quite well allowing the hench to stay back till you have agro properly surrounding the Casters before they come in to nuke everything. Course an Ele, Dervish or Warrior does that job best (anti-knockdowns cosi think they use Stomp even on single players) but any character can use Stoneflesh w/ Armour of Earth + Obsidian Flesh or an un-interruptable 55 Monk. Eruption goes a long way with the 10s. Combines very nicely with Enfeebling Blood too if you have Stoning.
Mitigating there damage just doesn't work, you need to completely stop it or direct it away from the backline.
ShadowbaneX
I haven't done it yet, but I'd personally try [skill]Practiced Stance[/skill] + [skill]Choking Gas[/skill] on both Margrid and Jin.
Fionn Falaich
I'm happy to report that I just finished vanquishing Wajjun Bazaar with heroes/hench. Trapping didn't work for me at all. I tried taking both Margrid and Jin as trappers (smoke, fire, dust, barbed), with Zhed and I as SF nukers, two hench monks, and two other hench, and it failed miserably. We could take out the first two or three Jade rather well, but the rest... well, let's just say it didn't work.
Anyway, bonding did it for me. I went back to my beloved air ele B-Surge build, with MoW as SS necro, Olias as MM, and Dunkoro as a bonder (Life Barrier and others). I can't remember taking three monks anywhere before, ever, but I thought I'd give it a go...I left from Nahpui Quarter to get both Tai and Jamei, and rounded out the group with Devona and Lo Sha. Mission accomplished. When Dunko got his bonds set up, it was fairly smooth sailing.
The headache, though, was that Dunkoro is a horrid bonder. His favorite bonding target was Olias' minions... But the most frustraing part was that, even though I had Life Barrier disabled and tried to activate it manually, Dunko set up and cancelled the bonds at will, whenever he pleased, despite the fact that it was disabled. It sure seemed like a bug to me. Anyone else experience that or know if it is a bug or not?
Long story short: bonding worked for me. I'll try it again in the Temple or Bukdek next. Hope it helps anyone who needs it. I'd still be interested in heaing other ideas in the meantime. Cheers to all.
Anyway, bonding did it for me. I went back to my beloved air ele B-Surge build, with MoW as SS necro, Olias as MM, and Dunkoro as a bonder (Life Barrier and others). I can't remember taking three monks anywhere before, ever, but I thought I'd give it a go...I left from Nahpui Quarter to get both Tai and Jamei, and rounded out the group with Devona and Lo Sha. Mission accomplished. When Dunko got his bonds set up, it was fairly smooth sailing.
The headache, though, was that Dunkoro is a horrid bonder. His favorite bonding target was Olias' minions... But the most frustraing part was that, even though I had Life Barrier disabled and tried to activate it manually, Dunko set up and cancelled the bonds at will, whenever he pleased, despite the fact that it was disabled. It sure seemed like a bug to me. Anyone else experience that or know if it is a bug or not?
Long story short: bonding worked for me. I'll try it again in the Temple or Bukdek next. Hope it helps anyone who needs it. I'd still be interested in heaing other ideas in the meantime. Cheers to all.
Stig Figger
I vanquished Tahnnakai Temple last night with 3 alliance mates: me as curses Necro, one as axe Warrior, two Rangers with [skill]Broad Head Arrow[/skill] and [skill]Choking Gas[/skill]. One MM hero, one standard healing hero and 2 bonder hero monks to put [skill]Life Barrier[/skill] and [skill]Life Bond[/skill] on the other six. The bonders, with their maintained enchantments disabled, had no trouble just sitting in the back (flagged, set to Avoid Combat) and doing as they were told.
The only problem was over-aggro from overlapping patrols, so go slowly and 'pull' when possible.
The only problem was over-aggro from overlapping patrols, so go slowly and 'pull' when possible.
Fionn Falaich
Just an update... the same team build that I used for vanquishing Wajjun Bazaar also worked for Bukdek Byway, and from there I went directly to Xaquang Skyway and vanquished it also. I was B-Surge air ele, with MoW as SS, Olias as MM, Dunkoro as Life Barrier bonder, Tai, Gai, Devona, and Lo Sha. As Stig Figger said, careful pulling is key to avoid over-aggro.
Dunkoro still gave me fits with his bonding missteps (had him on avoid combat and flagged out of the way), but it worked. A human bonder would be much better, but ah well. T Temple will be quite a test for Dunko and the gang, with 7 Jade per mob rather than 5, but I will save that for another day.
Dunkoro still gave me fits with his bonding missteps (had him on avoid combat and flagged out of the way), but it worked. A human bonder would be much better, but ah well. T Temple will be quite a test for Dunko and the gang, with 7 Jade per mob rather than 5, but I will save that for another day.
Fionn Falaich
One final update by me for any still curious about the Jade Brotherhood and Tahnnakai Temple. I can confirm that it is possible to vanquish the Temple with heroes and hench (I'm sure others did it before I did, just finishing off the thought in this thread). After tonight, I never want to hear the words Jade Brotherhood or Tahnnakai Temple again.
I tried a number of team builds and toon builds since my last post here, and the only attempt that didn't get laughed at by the Jade was by taking both Dunkoro and Tahlkora as bonders. It still always failed though. I was about to concede defeat, but then tonight I tried switching out MoW (SS) from the third hero spot in favor of Olias as MM, and what do you know...success. So here is the build that worked for me:
me: B-Surge air ele
Olias: MM (switched out Jagged Bones and took Flesh Golem instead - it seemed to help a lot)
Dunkoro: Life Barrier/Life Bond bonder (bonded three of us)
Tahlkora: Life Barrier/Life Bond bonder (bonded the other three)
Sister Tai
Devona
Talon
Lo Sha
Granted, it wasn't pretty and it wasn't fast. Lots of creative pulling. (The mob at the top of the spiral ramp is particularly nasty - I ended up pulling them all the way to the bottom of the ramp and took them out there...) Tahlkora and I were the only ones with low DP by the end. The rest of the party was at 60% by the midpoint. As long as you can survive the initial spike from the mages, though, and blind the knights, and take out the rits before they cause too many problems , it was surprisingly manageable, even with the DP issue. I almost quit the attempt when the DP started to grow like that, but I'm sure glad I didn't.
In any event, that gave me my 33/33 Canthan vanquisher title as well as my GMC for Cantha. Going to take a long break from anywhere close to Jade territory now. Best of luck to any still looking for the right build. Hope this helps.
Eliana
I tried a number of team builds and toon builds since my last post here, and the only attempt that didn't get laughed at by the Jade was by taking both Dunkoro and Tahlkora as bonders. It still always failed though. I was about to concede defeat, but then tonight I tried switching out MoW (SS) from the third hero spot in favor of Olias as MM, and what do you know...success. So here is the build that worked for me:
me: B-Surge air ele
Olias: MM (switched out Jagged Bones and took Flesh Golem instead - it seemed to help a lot)
Dunkoro: Life Barrier/Life Bond bonder (bonded three of us)
Tahlkora: Life Barrier/Life Bond bonder (bonded the other three)
Sister Tai
Devona
Talon
Lo Sha
Granted, it wasn't pretty and it wasn't fast. Lots of creative pulling. (The mob at the top of the spiral ramp is particularly nasty - I ended up pulling them all the way to the bottom of the ramp and took them out there...) Tahlkora and I were the only ones with low DP by the end. The rest of the party was at 60% by the midpoint. As long as you can survive the initial spike from the mages, though, and blind the knights, and take out the rits before they cause too many problems , it was surprisingly manageable, even with the DP issue. I almost quit the attempt when the DP started to grow like that, but I'm sure glad I didn't.
In any event, that gave me my 33/33 Canthan vanquisher title as well as my GMC for Cantha. Going to take a long break from anywhere close to Jade territory now. Best of luck to any still looking for the right build. Hope this helps.
Eliana
Niila
Only thing you really need here is a tank that survives. Rest is only nuking the knights to bits around your tank.
As an ele I ran following build:
Obsidian Flesh
Grasping Earth
Sliver Armor
Ward Against Melee
Mantra Of Earth
Stone Striker
Stoneflesh Aura
Res
As an ele I ran following build:
Obsidian Flesh
Grasping Earth
Sliver Armor
Ward Against Melee
Mantra Of Earth
Stone Striker
Stoneflesh Aura
Res
EveHell
I have also been struggling to kill the jades in Hardmode and have been expirimenting with various hero and hench builds most of which have failed miserably except for this 1:
N/Mo
16 death magic / 12 Blood / 9 Protection / Rest Soul Reap
55HP armor / +5 energy weapon with 20% enchants / -50 Grim Cesta. Also a normal blood or death Focus should u die.
1) Protective spirit
2) Blood Renewal
3) Wallows bite
4) Vile Touch
5) Dark Aura
6) Aura of the lich (Elite)
7) Balthazars Spirit
8) (optional) maybe a blood sacrifice spell like jaundiced gaze / or blood of the aggresor.
Aura of the lich brings your HP right down to 27 and halves damage so max damage u can suffer from attacks or from Sacrificing health is less than 2 whilst Dark Aura combines with the blood sacrifice spells dealing approximately 103 Damage to all adjacent foes. You should target the Rts First followed by the annoying mesmers then finish off the rest
Hero Mo/Mes / 13 heal / 12 Inspiration / rest Divine
1) Mending
2) Essence Bond
3) Watchful Spirit
4) Keystone Signet (Elite)
5) Blessed Signet
6) Ether Signet
7) Rebirth
8) Ress Chant
The energy skills are really there just for convenience, mending and essence bond give u a permanent +6 health regen and because you are only maintaining 1 enchantment on yourself you still receive a full +4 Energy regen plus the enrgy gain from Essence Bond and Balths spirit which means you never run out of energy no matter how much u spam the blood skills.
Method:
Disable the maintains and the rebirth and Ress skill so u can use them manually.
put all enchants on the tank
make sure the monk hero is well out of aggro but not too far away to be able to maintain enchants
put up Aura of the lich and Dark Aura and Protective Spirit just before Aggro
and Aggro The Rt followed by the Mesmers then everything else. You just basically spam the blood spells keeping Prot Spirit and dark aura up
if u should die u can rebirth and ress chant by using your hero manually.
This as worked for me in Hardmode but unfortunately due to other types of enemies and some Jade Bosses in most of the areas particularly 1s with enchant removal i havn't been able to vanquish an area using this build, so this as mainly been used by me for farming.
Perhaps if you go out with a full team you can handle the jades and the rest of team could handle evrything else
N/Mo
16 death magic / 12 Blood / 9 Protection / Rest Soul Reap
55HP armor / +5 energy weapon with 20% enchants / -50 Grim Cesta. Also a normal blood or death Focus should u die.
1) Protective spirit
2) Blood Renewal
3) Wallows bite
4) Vile Touch
5) Dark Aura
6) Aura of the lich (Elite)
7) Balthazars Spirit
8) (optional) maybe a blood sacrifice spell like jaundiced gaze / or blood of the aggresor.
Aura of the lich brings your HP right down to 27 and halves damage so max damage u can suffer from attacks or from Sacrificing health is less than 2 whilst Dark Aura combines with the blood sacrifice spells dealing approximately 103 Damage to all adjacent foes. You should target the Rts First followed by the annoying mesmers then finish off the rest
Hero Mo/Mes / 13 heal / 12 Inspiration / rest Divine
1) Mending
2) Essence Bond
3) Watchful Spirit
4) Keystone Signet (Elite)
5) Blessed Signet
6) Ether Signet
7) Rebirth
8) Ress Chant
The energy skills are really there just for convenience, mending and essence bond give u a permanent +6 health regen and because you are only maintaining 1 enchantment on yourself you still receive a full +4 Energy regen plus the enrgy gain from Essence Bond and Balths spirit which means you never run out of energy no matter how much u spam the blood skills.
Method:
Disable the maintains and the rebirth and Ress skill so u can use them manually.
put all enchants on the tank
make sure the monk hero is well out of aggro but not too far away to be able to maintain enchants
put up Aura of the lich and Dark Aura and Protective Spirit just before Aggro
and Aggro The Rt followed by the Mesmers then everything else. You just basically spam the blood spells keeping Prot Spirit and dark aura up
if u should die u can rebirth and ress chant by using your hero manually.
This as worked for me in Hardmode but unfortunately due to other types of enemies and some Jade Bosses in most of the areas particularly 1s with enchant removal i havn't been able to vanquish an area using this build, so this as mainly been used by me for farming.
Perhaps if you go out with a full team you can handle the jades and the rest of team could handle evrything else