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

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tanhauser
Ascalonian Squire
#1
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
c
ctbear
Frost Gate Guardian
#2
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
#3
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
#4
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
#5
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
#6
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.
D
Destroyer1717
Ascalonian Squire
#7
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.
j
jelmew
Academy Page
#8
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
#9
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
#10
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
#11
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.
d
dmmacs
Ascalonian Squire
#12
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
#13
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.
T
Turbobusa
Forge Runner
#14
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
#15
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
#16
Get 1 minor rune for scythe in case of weakness. Not sure if they have weakness in the Torment.
Lourens
Lourens
Forge Runner
#17
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
#18
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?

D
Doomus
Ascalonian Squire
#19
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
#20
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.