I sure hope this thread belongs heres.
Right the past month i've been in soo many groups its not funny, just trying to do gloom.all groups failed on little cave part during To the Rescue quest. the problem is the mobs too big and after a few MS and SF, a few leech out than the next thing you know the rest follow and 15 seconds later your whole party is wiped.
I just want to know from a few people who have done gloom to give a little advice on what to do, or is there a way to do this without failing, or better yet is does anyone know if theres a video on the net somewhere showing how to do gloom.
Thanks a bunch in advance.
Need Advice on Gloom DoA
Phi
xProdigy
The tank should know the right spot to hold aggro at... that and dont camp cast. cast a spell then get the heck back. dont start attacking targets until the targets are aggroed onto the tank. dont attack the targets while their moving in on the tank either that will just break aggro
steel singer
And give your SB and HB monk seed of life! (luxon/kurzick skill)
Even with rank 1 luxon/kurzick it's still very usefull.. And for gods sake don't cast it on the tank like most do -.-
Cast it on the bonder as the bonder has life bond so he takes damage to, just as often as the tank does. So it doesn't matter if you put it on the tank or bonder..
Even with rank 1 luxon/kurzick it's still very usefull.. And for gods sake don't cast it on the tank like most do -.-
Cast it on the bonder as the bonder has life bond so he takes damage to, just as often as the tank does. So it doesn't matter if you put it on the tank or bonder..
Effendi Westland
Gloom cave
The spot is very important. It's a step away from the wall at a corner, difficult to say without being there :P
Furthermore chaining SB and Obsydian perfectly is important. SB monk might need to take arcane echo or serpents quickness. Removing hexes from the tank might be handy, tho if you kill earth tormentors quick enough it's not needed.
Hug the wall.
Move out of tanks aggro when new groups move in. Basically wait for a group with an earth torment (and then for aggro to set on the tank) and then nuke the group until the earth torments are dead, then back off, repeat.
Why? Earth torments + hexes on the tank = dead tank. period.
A few may break, spike these as a priority and yell at anybody running back without hugging the wall (and dragging more aggro away from the tank).
Difficulties.
The rangers use mass interrupts. Because Spell immunity is so important on the tank (to prevent hexes), also if the protective enchantments get interrupted enough it's possible your bonder will explode. Glyph of concentration is a must, better is using wary stance just before the glyph.
Hope this helps
The spot is very important. It's a step away from the wall at a corner, difficult to say without being there :P
Furthermore chaining SB and Obsydian perfectly is important. SB monk might need to take arcane echo or serpents quickness. Removing hexes from the tank might be handy, tho if you kill earth tormentors quick enough it's not needed.
Hug the wall.
Move out of tanks aggro when new groups move in. Basically wait for a group with an earth torment (and then for aggro to set on the tank) and then nuke the group until the earth torments are dead, then back off, repeat.
Why? Earth torments + hexes on the tank = dead tank. period.
A few may break, spike these as a priority and yell at anybody running back without hugging the wall (and dragging more aggro away from the tank).
Difficulties.
The rangers use mass interrupts. Because Spell immunity is so important on the tank (to prevent hexes), also if the protective enchantments get interrupted enough it's possible your bonder will explode. Glyph of concentration is a must, better is using wary stance just before the glyph.
Hope this helps