So... how do I survive the Realm of Torment?

tanhauser

Ascalonian Squire

Join Date: Apr 2006

Those demons are not kidding eh?

I just reached the realm of torment area, went into Nightfallen Jahai and died so quickly it wasn't even funny. That "Call to the Torment" skill those demons use is insane!

So, does anyone have any tips on how to survive that place? I can handle the Margonites just fine, but those demons are another story.

My build is this:

1 - D/Mo [Scythe=9, Earth Prayers=10(9+1), Mysticism=16(12+1+3)]
Skills: Mystic Regeneration, Vital Boon, Mystic Vigor, Heart of Fury, Zealous, Renewal, Heart of Holy Flame, Avatar of Balthazar, Rebirth.

I usually bring Dunkoro (Healer), Master of Whispers (MM) and Morghan (P/Ele).

Any tips will be appreciated!

F

ctbear

Frost Gate Guardian

Join Date: Aug 2006

Mo/

Quote:
Originally Posted by tanhauser
Those demons are not kidding eh?

I just reached the realm of torment area, went into Nightfallen Jahai and died so quickly it wasn't even funny. That "Call to the Torment" skill those demons use is insane!

So, does anyone have any tips on how to survive that place? I can handle the Margonites just fine, but those demons are another story.

My build is this:

1 - D/Mo [Scythe=9, Earth Prayers=10(9+1), Mysticism=16(12+1+3)]
Skills: Mystic Regeneration, Vital Boon, Mystic Vigor, Heart of Fury, Zealous, Renewal, Heart of Holy Flame, Avatar of Balthazar, Rebirth.

I usually bring Dunkoro (Healer), Master of Whispers (MM) and Morghan (P/Ele).

Any tips will be appreciated!

F Which henchies did you choose?
Because if your team has enough damage the call to torment should not be a prob...
If i were a tank i will pick 2 ele heroes, 1MM/SS hero, the 2 monks plus maybe mesmer and paragon henchies
That should be enough to keep your team alive

Sergeant of Marines

Sergeant of Marines

Desert Nomad

Join Date: Jul 2006

Japan

[트두므s], Guild Leader

Mo/

Recommend a SF ele or a Sandstorm ELE and take away Masters as a MM and make him a SS, more dmg Spread IMO I would take the Mesmer hench as well...they should take them down pretty fast...

Perfected Shadow

Perfected Shadow

Wilds Pathfinder

Join Date: Jun 2006

Zul'Aman

Umes Uranger U[bot]

For Call to the Torment, force your whole party to target and kill monsters one by one. Also for your build, replacing Avatar of Balthazar with [skill=text]Reaper's Sweep[/skill], or [skill=text]Wounding Strike[/skill], or adding [skill=text]Wearying Strike[/skill], would enable you to kill them before they duplicate.

2 Prot monks (1 Hero and 1 hench) and 1 Healing (hench) could be better. Bring an Air Magic hero ele with a blinding skill and [skill=text]Epidemic[/skill] for melee/ranger heavy places. When going up against groups with Water ele torment monsters, flag your party to stay back, force a hero to pre-prot you, then charge in to soak up the heavy aoe damage, then unflag and methodically slaughter them.

Productivity

Productivity

Lion's Arch Merchant

Join Date: Apr 2007

Mo/

Stop running around with 9 scythe, you need to deal damage, not tank. Avatar of Balthazar -> Avatar of Melandru, one of your numerous defensive enchants -> wearying strike, another goes to mystic sweep. Recommend switching to warrior secondary, taking wild blow to take off lightning reflexes when you need to get a calling monster down.

Lord Natural

Lord Natural

Wilds Pathfinder

Join Date: Jul 2005

Canada

Black Crescent [BC]

W/

Yeah you need to focus more on offense in order to kill these things quickly. Else they can overwhelm your henchies, especially if you're not killing things before call to torment completes.

I would recommend upping scythe to 14-16, swapping avatar for wounding strike, and losing the tank mentality. Maybe take faithful intervention as a trigger for wounding strike's deep wound. For normal mode, I tend to avoid Morgahn unless the mission requires it. Try something like yourself (doing damage), MM hero, Monk hero, Fire or SS hero, 2 monk hench, 2 ele hench.

Also be sure to target call agressively so that you're taking down single targets quickly. Generally the casters, in particular the Rain of Terrors do the most damage, as hench tend to ball. With your prot hench and hero monk chaining aegis, you should have time to focus on the casters.

Destroyer1717

Ascalonian Squire

Join Date: Apr 2006

Having 3 monks can also help a lot. As for your build, its very defense heavy. Something like what others have suggested or an Avatar of Lyssa build is much more effective. An MM is definitely a good choice, but I think the Paragon slot might be put to better use. Also, if the call is your main problem, either bring two sf eles, bring a deep wound, or anything else that can dish out a lot of damage.
My build for the realm of torment was koss as a hammer warrior, dunkuro as a ZB monk, Master of Whispers as an MM, 2 healer monks, and the 2 ele henches, i believe. I, myself, was a Dervish,though I forgot my exact build. I think it was something like Victorious Sweep, Mystic Sweep, Faithful Intervention, Watchful intervention, heart of fury, wild blow, rez, and an elite.

jelmew

Academy Page

Join Date: Sep 2006

Holland

[Kaiz]

W/

You also might want to check you're questlog. There is on Master quest that makes enemie waves coming towards you.

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

Quote:
Originally Posted by Destroyer1717
Having 3 monks can also help a lot. As for your build, its very defense heavy. Something like what others have suggested or an Avatar of Lyssa build is much more effective. An MM is definitely a good choice, but I think the Paragon slot might be put to better use. Also, if the call is your main problem, either bring two sf eles, bring a deep wound, or anything else that can dish out a lot of damage.
My build for the realm of torment was koss as a hammer warrior, dunkuro as a ZB monk, Master of Whispers as an MM, 2 healer monks, and the 2 ele henches, i believe. I, myself, was a Dervish,though I forgot my exact build. I think it was something like Victorious Sweep, Mystic Sweep, Faithful Intervention, Watchful intervention, heart of fury, wild blow, rez, and an elite. ok this is some $%@^# :P

Ok first 1 Monk with LoD second 1 MM with 15 death 7 sould and 12 healing with WoH and Heal Area and Dwaynas Kiss 3rd 1 Paragon Hero with Stand ur Ground and Watch Urself and Shields Up! and 4rd and SS with 12 Prot 15 Curses and 7 soul with Aegis Prot Spirit and Mend Ailment u can do all the Realm of Torment areas with this build o and the best is u only use 1 monk (thats me the pro monk hehe ) and u can add 4 offensive henches

Have fun :-)

Credits Mhenlo the Legendary


o and u can even do that quest with those waves

BenjZee

BenjZee

Forge Runner

Join Date: Dec 2006

The Overacheivers [Club]

Mo/

try and get the quest "the last patrol" ...its a usefull quest where they give you 6 lvl 20 allies for an area. just dont finish the quest and you can use them whenever you want.
im not accepting the reward and theres no follow on quests so i just keep them for backup

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

What's all this rubbish about having 3 monks? One protection monk and one healing monk is perfectly fine...

No disrespect meant to the OP but your build is horrible. It looks to require SO much energy to set up the enchantments. Using more in Scythe Mastery would probably help a great deal.

Killing the foes in a sensible order is important in my eyes. Also sticking to a target until it is dead...that way it shouldn't get the chance to use Call ot the Torment. I usually go Shadow of Fear -> Word of Madness -> Rain of Terror -> Herald of Nightmares -> Scythe of Chaos -> everything else. I generally leave the rangers until last since they can be the most tricky.

Realm of Torment can be beaten with any old team you cobble together (so long as you don't use humans) and providing you know how to lure one group away from another.

Point of note: Energizing Wind > Domain of Secrets.

dmmacs

Ascalonian Squire

Join Date: Jan 2006

RFE

N/

When using Hench/Hero always target Rain of Terrors first, the Deep Freeze Spike can be murder. The Word of Madness are smiters and do not heal very well. I like an MM hero since the minions soak up damage. Using SF on a hero with only one copy of SF in the group is not as effective as multiple copies but can still work. I like [skill=text]mind blast[/skill] or even [skill=text]savannah heat[/skill] on my ele hero.

The scythe mastery defintely needs to be higher to do more damage, see the damage calculator here. I usually run 14 scythe (no sup or major runes) and I prefer [skill=text]Reaper's Sweep[/skill] even though the deep wound is conditional but it adds damage and can nicely finish off an enemy with the damage+deep wound. With only 9 in scythe you do ~7-32 dmg while at 12 you actually do the 9-41 listed on the scythe and at 14 you do ~9.5-44 not to mention the extra damage from the scythe skills. I also like to use [skill=text]Conviction[/skill] for the extra armor.

Sophitia Leafblade

Sophitia Leafblade

Desert Nomad

Join Date: Nov 2005

Dragon Slayer Guild [DSG]

R/

Getting up a few ranks in Lightbringer and Equiping the title will help u also, giving u bonus damage and less damage taken. Just take whatever bounties u find as u explore or Quest and ull soon get a few tiers in it.

Turbobusa

Forge Runner

Join Date: Jan 2006

By the Luxon Scavenger

The Mentalists [THPK]

N/

Quote:
Originally Posted by Celestial Beaver
Killing the foes in a sensible order is important QFT.
except I prefer going for heralds -> scythe -> rain -> arm -> warrior -> monk (really bad at healing)

Pericles

Pericles

Frost Gate Guardian

Join Date: May 2007

[GoD]

R/

Quote:
Originally Posted by Perfected Shadow
For Call to the Torment, force your whole party to target and kill monsters one by one. Also for your build, replacing Avatar of Balthazar with [skill=text]Reaper's Sweep[/skill], or [skill=text]Wounding Strike[/skill], or adding [skill=text]Wearying Strike[/skill], would enable you to kill them before they duplicate.

2 Prot monks (1 Hero and 1 hench) and 1 Healing (hench) could be better. Bring an Air Magic hero ele with a blinding skill and [skill=text]Epidemic[/skill] for melee/ranger heavy places. When going up against groups with Water ele torment monsters, flag your party to stay back, force a hero to pre-prot you, then charge in to soak up the heavy aoe damage, then unflag and methodically slaughter them. I've used this strategy of soaking up damage a lot and to great succes.
When i was in the gate of fear my high armor level, prot spirit, and dryders defences (which is an amazing skill), enabled me to take the damage and no get hurt. While the dryders were waiting for their showers and liquid flames to recharge, we killed them 1 by 1

MrGuildBoi

MrGuildBoi

Desert Nomad

Join Date: May 2006

A/

Get 1 minor rune for scythe in case of weakness. Not sure if they have weakness in the Torment.

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

Quote:
Originally Posted by MrGuildBoi
Get 1 minor rune for scythe in case of weakness. Not sure if they have weakness in the Torment. Hey

Its always better to have 16 in scythe (dmg criticals etc)

and remember u never fight alone , there is always some monk who heals u

o and as last offence is the best defence

so 1 Pro monk (me :P) is better then 3 rubbish monks and u can have 7 offensive h/h with u isnt that great ?

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by Turbobusa
QFT.
except I prefer going for heralds -> scythe -> rain -> arm -> warrior -> monk (really bad at healing) Yea the Words don't heal that good, but they're easy targets to kill...they drop pretty quick. I personally kill the Shadows first because they get on my nerves...a LOT...I REALLY hate them.



We hates the shadows, don't we my precious?

Doomus

Ascalonian Squire

Join Date: May 2007

UK

R/

Surprised no-one's mentioned Lightbringer's Gaze yet. If you have rank 2 (it is 2 and not 3, isn't it?) in the Lightbringer title, go and see the ranks guy in the Chantry of Secrets and he'll give you the skill, it will help a lot when fighting demons and margonites.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by Doomus
Surprised no-one's mentioned Lightbringer's Gaze yet. If you have rank 2 (it is 2 and not 3, isn't it?) in the Lightbringer title, go and see the ranks guy in the Chantry of Secrets and he'll give you the skill, it will help a lot when fighting demons and margonites. That skill helps?

I don't think I've ever, EVER used it.

Sophitia Leafblade

Sophitia Leafblade

Desert Nomad

Join Date: Nov 2005

Dragon Slayer Guild [DSG]

R/

That could be why you Fear Jennurs Horde so much it works wonders there when there all clustered up.

Although having said that although LB gaze is handy and super effective at high rank LB, i still find most of the time while lower LB ranked theres better skills to equip

red orc

red orc

Krytan Explorer

Join Date: Jul 2006

Like other ppl said, you dont need to "tank" you need to damage and the more damager faster the better. Also If you want your soft ppl to live, bring along an earth hench for the wards.
I'd bring a hex removal on you as well to enable monks to heal, while you keep hacking away.
Also deep wound is a must.
I run there with 2 fire ele SF+meteor, it does wonders when your attack starts with 2 meteor falling on foe 3 sec apart. Also took LOD monk hero + monk hench, any other will do ( i took warrior hench to cover land fast with "charge", which is a good candidate for the worst elite in the game).

Sprites

Sprites

Lion's Arch Merchant

Join Date: Jun 2005

royaume de la lumi??re :D

LOGW

E/Me

LB gaze in a human team is deadly , a nice finisher when a demon starts the call of torment

Darkpower Alchemist

Darkpower Alchemist

Jungle Guide

Join Date: Jan 2006

NYC

The Circle Of Nine[NINE]

E/N

Celestial is notorious for "not" having things on her/his bar that you would think would be there. The LB's Gaze can be on an elementalist bar just as anything else. Useless? Far from it.Once you reach rank 5, the gaze does an amazing job.

Nothing personal,Beaver, just remembering a few posts you wrote stating that you don't carry things on your bar, such as res sigs and such, that most would always bring. Nothing against your choices, just making my point.

Yet, for surviving Torment, you have to do as you always do. Prioritize targets, eliminate as fast as possible, and protect you priority members as best as you can. Words are moderately impotent, but still can't be ignored, yet Rain Terrors and Heralds are far more dangerous, so take them first. Margonites-Sorcerors and Wizards are the first to go.Titans all die, no need to discriminate, just make sure Pain Titans are "fully" killed before attacking the next one.

This way of thinking is your best defense in the Realm of Torment.

bungusmaximus

bungusmaximus

Forge Runner

Join Date: Jul 2006

Guild Of Handicrafted Products [MaSS]

W/Mo

Bleh LB gaze is for whimps ^^. Nah, torment is pretty workable with enough damage and if you got a necro hero, don't forget [skill]blood ritual[/skill]. It saved me a lot of wipes.

Charr

Frost Gate Guardian

Join Date: Jun 2007

W/A

First of all lose Morghan, because Paragons simply suck in PvE.
Second you build requires a LOT of energy so i suggest using some cheaper skills.
SF is a good skill but not so much on heroes because they don't know how to use it properly, i prefer Savannah Heat especially in normal mode where enemies don't run from AoE damage so much.
I nearly always use MM hero, but when using a MM, to reach his full potential you have to do a little trick: when luring always place you MM little ahead of the rest of your team so when enemies come with in the aggro range of the party they don't go for the heroes of henchies but insted they go for the minons, also when doing this minions shoud fall fairly quickly so you must have Death Nova( best combines with Animate Bone Minions) on your MM hero.
As for the order in with enemies shoud be killed I tend to go for the Scythe of Chaos first because even if one get trough the "minion wall" he can wreck havoc among your casters before you get a chance to kill him.