Eastern Frontier Vanq. - A Fresh Loathing for PvE
pork soldier
I've vanq'd about half the game so far and The Eastern Frontier is easily the hardest vanq I've done. I'd like feedback from people who have herowayed this zone, please don't post until you've at least tried the area directly outside the ruins of surmia in hard mode.
How exactly are people taking out the grawl? Everything else in this zone is a cakewalk, but the dual backbreaker + heal spam is just chain ganking my heroes.
I can get about halfway through this area before the heroes are too DP'd out to be useful.
My bar: (marks 16, beast 9, exp 9, command 7)
[skill]"go for the eyes!"[/skill][skill]distracting shot[/skill][skill]broad head arrow[/skill][skill]never rampage alone[/skill][skill]throw dirt[/skill][skill]comfort animal[/skill][skill]charm animal[/skill][skill]signet of return[/skill]
NRA + charm/comfort are on the bar to boost attack speed and provide extra chances to interrupt w/ dazed. GFTE boosts minion dps.
Tahlkora: (prot: 14, divine: 12, insp: 8)
[skill]leech signet[/skill][skill]power drain[/skill][skill]shield of deflection[/skill][skill]reversal of fortune[/skill][skill]mend ailment[/skill][skill]shield of absorption[/skill][skill]deny hexes[/skill][skill]reverse hex[/skill]
Master of Whispers: (curses 15, soul.r. 13)
[skill]spiteful spirit[/skill][skill]reckless haste[/skill][skill]insidious parasite[/skill][skill]barbs[/skill][skill]enfeebling blood[/skill][skill]rip enchantment[/skill][skill]signet of lost souls[/skill][skill]resurrection signet[/skill]
Olias: (death 15, earth 8, soul.r. 11)
[skill]animate bone horror[/skill][skill]animate shambling horror[/skill][skill]death nova[/skill][skill]order of undeath[/skill][skill]dark bond[/skill][skill]blood of the master[/skill][skill]signet of lost souls[/skill][skill]mystic regeneration[/skill]
Typically I'll flag my heroes & minions and draw one group (2 ulodytes, 2 grawl) until the minions rush, then I'll unflag and engage. BHA the first Ulodyte, park the pet on it and spam call it to attract a couple of minions. Switch to Ulodyte 2, wait for a slow cast and d-shot it (probably heal other). Micro a rip enchant to pull the healing hands if it's on a low target. BHA the next ulodyte.
The approach works until something goes wrong, then everything goes to shit. Usually my monk gets ganked, then res'd, then ganked, and then she's -30'd out and useless. So basically, I have to flawless the grawl area or I'm screwed.
Any suggestions?
How exactly are people taking out the grawl? Everything else in this zone is a cakewalk, but the dual backbreaker + heal spam is just chain ganking my heroes.
I can get about halfway through this area before the heroes are too DP'd out to be useful.
My bar: (marks 16, beast 9, exp 9, command 7)
[skill]"go for the eyes!"[/skill][skill]distracting shot[/skill][skill]broad head arrow[/skill][skill]never rampage alone[/skill][skill]throw dirt[/skill][skill]comfort animal[/skill][skill]charm animal[/skill][skill]signet of return[/skill]
NRA + charm/comfort are on the bar to boost attack speed and provide extra chances to interrupt w/ dazed. GFTE boosts minion dps.
Tahlkora: (prot: 14, divine: 12, insp: 8)
[skill]leech signet[/skill][skill]power drain[/skill][skill]shield of deflection[/skill][skill]reversal of fortune[/skill][skill]mend ailment[/skill][skill]shield of absorption[/skill][skill]deny hexes[/skill][skill]reverse hex[/skill]
Master of Whispers: (curses 15, soul.r. 13)
[skill]spiteful spirit[/skill][skill]reckless haste[/skill][skill]insidious parasite[/skill][skill]barbs[/skill][skill]enfeebling blood[/skill][skill]rip enchantment[/skill][skill]signet of lost souls[/skill][skill]resurrection signet[/skill]
Olias: (death 15, earth 8, soul.r. 11)
[skill]animate bone horror[/skill][skill]animate shambling horror[/skill][skill]death nova[/skill][skill]order of undeath[/skill][skill]dark bond[/skill][skill]blood of the master[/skill][skill]signet of lost souls[/skill][skill]mystic regeneration[/skill]
Typically I'll flag my heroes & minions and draw one group (2 ulodytes, 2 grawl) until the minions rush, then I'll unflag and engage. BHA the first Ulodyte, park the pet on it and spam call it to attract a couple of minions. Switch to Ulodyte 2, wait for a slow cast and d-shot it (probably heal other). Micro a rip enchant to pull the healing hands if it's on a low target. BHA the next ulodyte.
The approach works until something goes wrong, then everything goes to shit. Usually my monk gets ganked, then res'd, then ganked, and then she's -30'd out and useless. So basically, I have to flawless the grawl area or I'm screwed.
Any suggestions?
Xeeron
I dont know if any sane person would do this, but you could have a party of 6 by running there from Yaks bend. It is a LONG way though.
- Xeeron
- Xeeron
martialis
learn2monk, honestly
Backbreaker and Conter Blow just own the hell out of heroes, so I used 2 monks, and that worked okay. If it's bad enough, you can always bring Diversion, and then the fight is guaranteed not to last longer than a minute.
Backbreaker and Conter Blow just own the hell out of heroes, so I used 2 monks, and that worked okay. If it's bad enough, you can always bring Diversion, and then the fight is guaranteed not to last longer than a minute.
hypatia
themickman
bring two monk heros and an SS hero. the monks can be WoH, ZB, or w/e
Kris
Theres are two very recent threads on this exact area. If you can't be bothered to search, the basic idea is to use Hammer Backbreaker Warrior tank (best results with human), coupled with SS necro, a monk using [skill]Glimmer of Light[/skill] and [skill]supportive spirit[/skill], and an optional dmg dealer (in your case, you). Its easier with 6 or 8, but both options are a long trek to get there, so you need all day available.
Fionn Falaich
Quote:
Originally Posted by hypatia
Have you looked tried looking at these threads?
They really helped me out a lot when I decided to do Eastern Frontier!
I eventually went from Yaks to there, and it really did not take too long (considering you're going a long distance). QFT. There are some good options for four-man hero teams in those threads, as well as the post from Kris above. When I did it, since I also needed Regent Valley and Pockmark Flats, the trip from Yaks Bend with a six-man party didn't seem so far, so I did all three at once. (me as fire ele, MoW as SS, Olias as MM, Norgu, Alesia, Little Thom, I think is what I used). I got to Regent Valley in about 30-45 minutes - not too bad. I was nearing the title at the time and couldn't be bothered to work out a four-man hero team. The six-man option was simply a lot quicker, which suited me perfectly.
They really helped me out a lot when I decided to do Eastern Frontier!
I eventually went from Yaks to there, and it really did not take too long (considering you're going a long distance). QFT. There are some good options for four-man hero teams in those threads, as well as the post from Kris above. When I did it, since I also needed Regent Valley and Pockmark Flats, the trip from Yaks Bend with a six-man party didn't seem so far, so I did all three at once. (me as fire ele, MoW as SS, Olias as MM, Norgu, Alesia, Little Thom, I think is what I used). I got to Regent Valley in about 30-45 minutes - not too bad. I was nearing the title at the time and couldn't be bothered to work out a four-man hero team. The six-man option was simply a lot quicker, which suited me perfectly.
Milennin
I could take out 2 Udolytes as Warrior with Crippling Slash, Gash a speed boost, Final Thrust and some other damage, while I set Norgu on the other Udolyte using interrupts, Power Block and Diversion.
Just overpower one of them, while the other is being shutdown by a Mesmer.
Your 2 Monks should be able to stay alive during the fight, or else you're screwed.
I've also done it with my Ranger friend, he used a Broadhead Arrow build with a lot of damage skills and together we were able to spike them one by one.
Just overpower one of them, while the other is being shutdown by a Mesmer.
Your 2 Monks should be able to stay alive during the fight, or else you're screwed.
I've also done it with my Ranger friend, he used a Broadhead Arrow build with a lot of damage skills and together we were able to spike them one by one.
Melkorium
I cleared it pretty easy with Me as mesmer, Razah (Rest/Channelling), Tahl (Prot) and MoW (Toxic Chill/MM).
I took backfire, an interupt and defile flesh to reduce their healing. The Grawl warriors seemed easy, took a minute to wear down healers when there was more than one.
A good tip is that when there's 2 healers one will run about not attacking and the other will stand there wanding. Focus on the one wanding as he seems to heal poorer than the other one.
I took backfire, an interupt and defile flesh to reduce their healing. The Grawl warriors seemed easy, took a minute to wear down healers when there was more than one.
A good tip is that when there's 2 healers one will run about not attacking and the other will stand there wanding. Focus on the one wanding as he seems to heal poorer than the other one.
knoll
Well, When I did, I just was the tank, always grabbing aggro, and never losing it, Had one hero monk, and 2 SF, with meteor Shower, Manualy useing the shower of course, and just nuked each monk one at a time, it was quite easy.
Snow Bunny
Quote:
Originally Posted by pork soldier
I've vanq'd about half the game so far and The Eastern Frontier is easily the hardest vanq I've done. I'd like feedback from people who have herowayed this zone, please don't post until you've at least tried the area directly outside the ruins of surmia in hard mode.
How exactly are people taking out the grawl? Everything else in this zone is a cakewalk, but the dual backbreaker + heal spam is just chain ganking my heroes.
I can get about halfway through this area before the heroes are too DP'd out to be useful.
My bar: (marks 16, beast 9, exp 9, command 7)
[skill]"go for the eyes!"[/skill][skill]distracting shot[/skill][skill]broad head arrow[/skill][skill]never rampage alone[/skill][skill]throw dirt[/skill][skill]comfort animal[/skill][skill]charm animal[/skill][skill]signet of return[/skill]
NRA + charm/comfort are on the bar to boost attack speed and provide extra chances to interrupt w/ dazed. GFTE boosts minion dps.
Tahlkora: (prot: 14, divine: 12, insp: 8)
[skill]leech signet[/skill][skill]power drain[/skill][skill]shield of deflection[/skill][skill]reversal of fortune[/skill][skill]mend ailment[/skill][skill]shield of absorption[/skill][skill]deny hexes[/skill][skill]reverse hex[/skill]
Master of Whispers: (curses 15, soul.r. 13)
[skill]spiteful spirit[/skill][skill]reckless haste[/skill][skill]insidious parasite[/skill][skill]barbs[/skill][skill]enfeebling blood[/skill][skill]rip enchantment[/skill][skill]signet of lost souls[/skill][skill]resurrection signet[/skill]
Olias: (death 15, earth 8, soul.r. 11)
[skill]animate bone horror[/skill][skill]animate shambling horror[/skill][skill]death nova[/skill][skill]order of undeath[/skill][skill]dark bond[/skill][skill]blood of the master[/skill][skill]signet of lost souls[/skill][skill]mystic regeneration[/skill]
Typically I'll flag my heroes & minions and draw one group (2 ulodytes, 2 grawl) until the minions rush, then I'll unflag and engage. BHA the first Ulodyte, park the pet on it and spam call it to attract a couple of minions. Switch to Ulodyte 2, wait for a slow cast and d-shot it (probably heal other). Micro a rip enchant to pull the healing hands if it's on a low target. BHA the next ulodyte.
The approach works until something goes wrong, then everything goes to shit. Usually my monk gets ganked, then res'd, then ganked, and then she's -30'd out and useless. So basically, I have to flawless the grawl area or I'm screwed.
Any suggestions? Your monk is the problem.
Hybrid prot > Full prot > Full healer
Make it an LoD hybrid and watch how you don't die.
How exactly are people taking out the grawl? Everything else in this zone is a cakewalk, but the dual backbreaker + heal spam is just chain ganking my heroes.
I can get about halfway through this area before the heroes are too DP'd out to be useful.
My bar: (marks 16, beast 9, exp 9, command 7)
[skill]"go for the eyes!"[/skill][skill]distracting shot[/skill][skill]broad head arrow[/skill][skill]never rampage alone[/skill][skill]throw dirt[/skill][skill]comfort animal[/skill][skill]charm animal[/skill][skill]signet of return[/skill]
NRA + charm/comfort are on the bar to boost attack speed and provide extra chances to interrupt w/ dazed. GFTE boosts minion dps.
Tahlkora: (prot: 14, divine: 12, insp: 8)
[skill]leech signet[/skill][skill]power drain[/skill][skill]shield of deflection[/skill][skill]reversal of fortune[/skill][skill]mend ailment[/skill][skill]shield of absorption[/skill][skill]deny hexes[/skill][skill]reverse hex[/skill]
Master of Whispers: (curses 15, soul.r. 13)
[skill]spiteful spirit[/skill][skill]reckless haste[/skill][skill]insidious parasite[/skill][skill]barbs[/skill][skill]enfeebling blood[/skill][skill]rip enchantment[/skill][skill]signet of lost souls[/skill][skill]resurrection signet[/skill]
Olias: (death 15, earth 8, soul.r. 11)
[skill]animate bone horror[/skill][skill]animate shambling horror[/skill][skill]death nova[/skill][skill]order of undeath[/skill][skill]dark bond[/skill][skill]blood of the master[/skill][skill]signet of lost souls[/skill][skill]mystic regeneration[/skill]
Typically I'll flag my heroes & minions and draw one group (2 ulodytes, 2 grawl) until the minions rush, then I'll unflag and engage. BHA the first Ulodyte, park the pet on it and spam call it to attract a couple of minions. Switch to Ulodyte 2, wait for a slow cast and d-shot it (probably heal other). Micro a rip enchant to pull the healing hands if it's on a low target. BHA the next ulodyte.
The approach works until something goes wrong, then everything goes to shit. Usually my monk gets ganked, then res'd, then ganked, and then she's -30'd out and useless. So basically, I have to flawless the grawl area or I'm screwed.
Any suggestions? Your monk is the problem.
Hybrid prot > Full prot > Full healer
Make it an LoD hybrid and watch how you don't die.
Evilsod
Considering you have absolutely 0 healing to stop the Charr Ash Walkers later on its not really a surprise that you can't finish the area.
Please tell me someone wasn't just suggesting we actually use Supportive Spirit?
Please tell me someone wasn't just suggesting we actually use Supportive Spirit?
Shyft the Pyro
Finished this, today, with 3 heroes.
Yes, you read that right.
E/Mo Shyft the Pyro: "Good old fire ele"
[skill]Flare[/skill][skill]Fireball[/skill][skill]Mark of Rodgort[/skill][skill]Meteor Shower[/skill][skill]Aura of Restoration[/skill][skill]Fire Attunement[/skill][skill]Elemental Attunement[/skill][skill]Rebirth[/skill]
Attributes: Fire Magic 16, Energy Storage 13, Protection Prayers 3
Template code: OgNDoMz/ECTX+CY0CXkSmA
N/Me Master of Whispers: Jagged Bones MM
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Animate Shambling Horror[/skill][skill]Blood of the Master[/skill][skill]Signet of Lost Souls[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Resurrection Signet[/skill]
Attributes: Death Magic 16, Soul Reaping 13, Inspiration Magic 3
Template code: OAVDMTxGPL1qwRFPUV7BZABA
N/Me Olias: generic Spiteful Spirit
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Barbs[/skill][skill]Enfeebling Blood[/skill][skill]Signet of Lost Souls[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Resurrection Signet[/skill]
Attributes: Curses 16, Soul Reaping 13, Inspiration Magic 3
Template code: OAVDMjxHP5BhWZwOUV7BZABA
Mo/Me Tahlkora: generic Healer's Boon
[skill]Orison of Healing[/skill][skill]Dwayna's Kiss[/skill][skill]Ethereal Light[/skill][skill]Mend Condition[/skill][skill]Smite Hex[/skill][skill]Divine Spirit[/skill][skill]Healer's Boon[/skill][skill]Resurrection Chant[/skill]
Attributes: Divine Favor 16, Healing Prayers 13, Protection Prayers 3
Template code: OAVDMjxHP5BhWZwOUV7BZABA
There were a couple of things in Tahlkora's build that could have been better, but the minions absorbed most of the damage directed at the party. Jagged Bones and Shambling Horror ensured a constant supply of minions, Barbs capitalized on their abundance with 16 points of damage per hit (killing faster than Spiteful, actually), and the constant burning from Mark of TROGDOR + Flare spam made things go away at a nice enough pace. When they didn't, Meteor Shower + Fireball spikes did the trick, and the sheer mass of minions ensured a steady flow of pressure damage (from Barbs) and a near-endless supply of tanks while MS recharged.
Things I did wrong:
1. Tahlkora's build. She should have a different condition removal skill - one that removes conditions from herself as well - and I never saw her cast Divine Spirit. It worked well enough to let her recover from 41% DP, but a different skill bar might have let her avoid a death or two in the first place.
2. Rushing lone things. Sure, they're a perfect source of new minions when you're starting an army or restarting one after a wipe, but they are rarely actually alone. Go slow, don't get cocky, and always check for patrols and pop-ups before aggroing.
Things I did right:
1. Starting from Frontier Gate. I used the Devourers to the south to make the initial minions, which gave me a buffer when facing the first Grawl mob. Doing the same right out of Ruins of Surmia would not have worked due to the lack of "tanks" to body-block the Grawl warriors.
2. Flagging heroes back and pulling one group at a time with Mark of TROGDOR. Unless you ping your target by holding CTRL when you cast the spell, heroes will not react to its casting on a hostile target. Enemies, however, will come rushing after you, which means you can run back to the flag and right through the minion mob as it moves out to engage the things chasing you. Not to mention that you're effectively pre-casting one of your offensive pressure spells, reducing its recharge.
The Grawl were more time-consuming than hard. Minions are hard to control, especially when they're not your own, but this actually comes in handy: even if you ping a monk and Master of Whispers starts wanding it, some minions will still engage the warriors. Ideally, half the minions engages the warriors and keeps the pressure on them, and the other half moves to the pinged monk. Keep the pressure up on the warriors until you see Healing Hands, then quickly switch to the monk. If there's one, he should fall quickly, especially if either hero interrupts Heal Area. If there's more, you may have to resort to Meteor Shower. In that case, make sure your heroes are focused on a different target so the enemy monks waste spells on the decoy. Even if you don't manage to drop the monk with MS, don't worry: the minions can live long enough for you to recharge and try again, and you'll have more of them as soon as a Grawl dies. The main reason to keep pinging different targets is so Olias drops Barbs everywhere and makes each of those minions count no matter where its AI directs it.
The Charr were a lot more dangerous, mainly because of Ignite Arrows. Pulling them in groups of three is essential; I only wiped on the very last mob of them because I didn't pull them and another mob came in from far in the south. Even with Lingering Curse, you should have little problem: minions are as effective as ever, you have tons of energy, and you can just wand things (you did bring a fire wand or staff, right?) because you pull with Mark of TRODGOR. The most dangerous skill is by far Ignite Arrows, because it makes heroes run around like headless chickens, which in turn makes Tahlkora die because she doesn't heal. I actually "aggroed" with MS in some places just to avoid this. Shield of Judgement doesn't prevent the damage, so the monks die fast, even if minions take double the holy damage when they swing.
The Devourers... aside from their pop-up nature, the only dangerous thing about them are the necromancers who blow up corpses before Master of Whispers can get to them. Try to take these out first, but don't go out of your way to do so: the warriors have Skull Crack, which combines with the HM 50% faster attack rate to render casters useless. If it does happen to you, just attack (see above for wand/staff, Mark, etc). If they come after you, don't run; they can't kill you while Tahlkora heals you from the back lines, but they can wipe you if they get to her. Only happened to me when I didn't have any minions and sprung a nest of them, which is all the more reason to be careful
I hope my experience in the Eastern Frontier helps you do the same. Good luck
Yes, you read that right.
E/Mo Shyft the Pyro: "Good old fire ele"
[skill]Flare[/skill][skill]Fireball[/skill][skill]Mark of Rodgort[/skill][skill]Meteor Shower[/skill][skill]Aura of Restoration[/skill][skill]Fire Attunement[/skill][skill]Elemental Attunement[/skill][skill]Rebirth[/skill]
Attributes: Fire Magic 16, Energy Storage 13, Protection Prayers 3
Template code: OgNDoMz/ECTX+CY0CXkSmA
N/Me Master of Whispers: Jagged Bones MM
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Animate Shambling Horror[/skill][skill]Blood of the Master[/skill][skill]Signet of Lost Souls[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Resurrection Signet[/skill]
Attributes: Death Magic 16, Soul Reaping 13, Inspiration Magic 3
Template code: OAVDMTxGPL1qwRFPUV7BZABA
N/Me Olias: generic Spiteful Spirit
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Barbs[/skill][skill]Enfeebling Blood[/skill][skill]Signet of Lost Souls[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Resurrection Signet[/skill]
Attributes: Curses 16, Soul Reaping 13, Inspiration Magic 3
Template code: OAVDMjxHP5BhWZwOUV7BZABA
Mo/Me Tahlkora: generic Healer's Boon
[skill]Orison of Healing[/skill][skill]Dwayna's Kiss[/skill][skill]Ethereal Light[/skill][skill]Mend Condition[/skill][skill]Smite Hex[/skill][skill]Divine Spirit[/skill][skill]Healer's Boon[/skill][skill]Resurrection Chant[/skill]
Attributes: Divine Favor 16, Healing Prayers 13, Protection Prayers 3
Template code: OAVDMjxHP5BhWZwOUV7BZABA
There were a couple of things in Tahlkora's build that could have been better, but the minions absorbed most of the damage directed at the party. Jagged Bones and Shambling Horror ensured a constant supply of minions, Barbs capitalized on their abundance with 16 points of damage per hit (killing faster than Spiteful, actually), and the constant burning from Mark of TROGDOR + Flare spam made things go away at a nice enough pace. When they didn't, Meteor Shower + Fireball spikes did the trick, and the sheer mass of minions ensured a steady flow of pressure damage (from Barbs) and a near-endless supply of tanks while MS recharged.
Things I did wrong:
1. Tahlkora's build. She should have a different condition removal skill - one that removes conditions from herself as well - and I never saw her cast Divine Spirit. It worked well enough to let her recover from 41% DP, but a different skill bar might have let her avoid a death or two in the first place.
2. Rushing lone things. Sure, they're a perfect source of new minions when you're starting an army or restarting one after a wipe, but they are rarely actually alone. Go slow, don't get cocky, and always check for patrols and pop-ups before aggroing.
Things I did right:
1. Starting from Frontier Gate. I used the Devourers to the south to make the initial minions, which gave me a buffer when facing the first Grawl mob. Doing the same right out of Ruins of Surmia would not have worked due to the lack of "tanks" to body-block the Grawl warriors.
2. Flagging heroes back and pulling one group at a time with Mark of TROGDOR. Unless you ping your target by holding CTRL when you cast the spell, heroes will not react to its casting on a hostile target. Enemies, however, will come rushing after you, which means you can run back to the flag and right through the minion mob as it moves out to engage the things chasing you. Not to mention that you're effectively pre-casting one of your offensive pressure spells, reducing its recharge.
The Grawl were more time-consuming than hard. Minions are hard to control, especially when they're not your own, but this actually comes in handy: even if you ping a monk and Master of Whispers starts wanding it, some minions will still engage the warriors. Ideally, half the minions engages the warriors and keeps the pressure on them, and the other half moves to the pinged monk. Keep the pressure up on the warriors until you see Healing Hands, then quickly switch to the monk. If there's one, he should fall quickly, especially if either hero interrupts Heal Area. If there's more, you may have to resort to Meteor Shower. In that case, make sure your heroes are focused on a different target so the enemy monks waste spells on the decoy. Even if you don't manage to drop the monk with MS, don't worry: the minions can live long enough for you to recharge and try again, and you'll have more of them as soon as a Grawl dies. The main reason to keep pinging different targets is so Olias drops Barbs everywhere and makes each of those minions count no matter where its AI directs it.
The Charr were a lot more dangerous, mainly because of Ignite Arrows. Pulling them in groups of three is essential; I only wiped on the very last mob of them because I didn't pull them and another mob came in from far in the south. Even with Lingering Curse, you should have little problem: minions are as effective as ever, you have tons of energy, and you can just wand things (you did bring a fire wand or staff, right?) because you pull with Mark of TRODGOR. The most dangerous skill is by far Ignite Arrows, because it makes heroes run around like headless chickens, which in turn makes Tahlkora die because she doesn't heal. I actually "aggroed" with MS in some places just to avoid this. Shield of Judgement doesn't prevent the damage, so the monks die fast, even if minions take double the holy damage when they swing.
The Devourers... aside from their pop-up nature, the only dangerous thing about them are the necromancers who blow up corpses before Master of Whispers can get to them. Try to take these out first, but don't go out of your way to do so: the warriors have Skull Crack, which combines with the HM 50% faster attack rate to render casters useless. If it does happen to you, just attack (see above for wand/staff, Mark, etc). If they come after you, don't run; they can't kill you while Tahlkora heals you from the back lines, but they can wipe you if they get to her. Only happened to me when I didn't have any minions and sprung a nest of them, which is all the more reason to be careful
I hope my experience in the Eastern Frontier helps you do the same. Good luck
Kris
Quote:
Originally Posted by Evilsod
Considering you have absolutely 0 healing to stop the Charr Ash Walkers later on its not really a surprise that you can't finish the area.
Please tell me someone wasn't just suggesting we actually use Supportive Spirit? I was suggesting that yes, if you have a strong monk bar you can get away with using 1 slot for it just for the grawl seen as they are by far the hardest part of the map.
Please tell me someone wasn't just suggesting we actually use Supportive Spirit? I was suggesting that yes, if you have a strong monk bar you can get away with using 1 slot for it just for the grawl seen as they are by far the hardest part of the map.
Voodoo Tempest
Quote:
Originally Posted by Shyft the Pyro
Finished this, today, with 3 heroes.
Yes, you read that right.
E/Mo Shyft the Pyro: "Good old fire ele"
[skill]Flare[/skill][skill]Fireball[/skill][skill]Mark of Rodgort[/skill][skill]Meteor Shower[/skill][skill]Aura of Restoration[/skill][skill]Fire Attunement[/skill][skill]Elemental Attunement[/skill][skill]Rebirth[/skill]
Attributes: Fire Magic 16, Energy Storage 13, Protection Prayers 3
Template code: OgNDoMz/ECTX+CY0CXkSmA
N/Me Master of Whispers: Jagged Bones MM
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Animate Shambling Horror[/skill][skill]Blood of the Master[/skill][skill]Signet of Lost Souls[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Resurrection Signet[/skill]
Attributes: Death Magic 16, Soul Reaping 13, Inspiration Magic 3
Template code: OAVDMTxGPL1qwRFPUV7BZABA
N/Me Olias: generic Spiteful Spirit
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Barbs[/skill][skill]Enfeebling Blood[/skill][skill]Signet of Lost Souls[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Resurrection Signet[/skill]
Attributes: Curses 16, Soul Reaping 13, Inspiration Magic 3
Template code: OAVDMjxHP5BhWZwOUV7BZABA
Mo/Me Tahlkora: generic Healer's Boon
[skill]Orison of Healing[/skill][skill]Dwayna's Kiss[/skill][skill]Ethereal Light[/skill][skill]Mend Condition[/skill][skill]Smite Hex[/skill][skill]Divine Spirit[/skill][skill]Healer's Boon[/skill][skill]Resurrection Chant[/skill]
Attributes: Divine Favor 16, Healing Prayers 13, Protection Prayers 3
Template code: OAVDMjxHP5BhWZwOUV7BZABA
I hope my experience in the Eastern Frontier helps you do the same. Good luck I would like to thank you for the builds that you listed it has finally allowed me to vanquish this royal pain in the backside after 2 weeks of trying.
I did however modify your build for my ele slightly, having first tried it the way you have it listed and failed because of not enough fire power I swapped out the [skill]fire attunement[/skill] and replaced with [skill]Liquid Flame[/skill] just to keep up the pressure, also changed 1 monk skill from [skill]mend condition[/skill] to this one [skill]mend ailment[/skill] instead.
It did take a while to do but it is finally done
The same hero builds were also then used to complete The Wilds mission in HM as well, but my ele went back to a SF build because of all the jade scarabs and the way they crowd round you.
Yes, you read that right.
E/Mo Shyft the Pyro: "Good old fire ele"
[skill]Flare[/skill][skill]Fireball[/skill][skill]Mark of Rodgort[/skill][skill]Meteor Shower[/skill][skill]Aura of Restoration[/skill][skill]Fire Attunement[/skill][skill]Elemental Attunement[/skill][skill]Rebirth[/skill]
Attributes: Fire Magic 16, Energy Storage 13, Protection Prayers 3
Template code: OgNDoMz/ECTX+CY0CXkSmA
N/Me Master of Whispers: Jagged Bones MM
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Animate Shambling Horror[/skill][skill]Blood of the Master[/skill][skill]Signet of Lost Souls[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Resurrection Signet[/skill]
Attributes: Death Magic 16, Soul Reaping 13, Inspiration Magic 3
Template code: OAVDMTxGPL1qwRFPUV7BZABA
N/Me Olias: generic Spiteful Spirit
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Barbs[/skill][skill]Enfeebling Blood[/skill][skill]Signet of Lost Souls[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Resurrection Signet[/skill]
Attributes: Curses 16, Soul Reaping 13, Inspiration Magic 3
Template code: OAVDMjxHP5BhWZwOUV7BZABA
Mo/Me Tahlkora: generic Healer's Boon
[skill]Orison of Healing[/skill][skill]Dwayna's Kiss[/skill][skill]Ethereal Light[/skill][skill]Mend Condition[/skill][skill]Smite Hex[/skill][skill]Divine Spirit[/skill][skill]Healer's Boon[/skill][skill]Resurrection Chant[/skill]
Attributes: Divine Favor 16, Healing Prayers 13, Protection Prayers 3
Template code: OAVDMjxHP5BhWZwOUV7BZABA
I hope my experience in the Eastern Frontier helps you do the same. Good luck I would like to thank you for the builds that you listed it has finally allowed me to vanquish this royal pain in the backside after 2 weeks of trying.
I did however modify your build for my ele slightly, having first tried it the way you have it listed and failed because of not enough fire power I swapped out the [skill]fire attunement[/skill] and replaced with [skill]Liquid Flame[/skill] just to keep up the pressure, also changed 1 monk skill from [skill]mend condition[/skill] to this one [skill]mend ailment[/skill] instead.
It did take a while to do but it is finally done
The same hero builds were also then used to complete The Wilds mission in HM as well, but my ele went back to a SF build because of all the jade scarabs and the way they crowd round you.