What builds do you suggest for the shards of orr?
This means me and heroes too.
i'm a dervish so i'm thinking a D/Mo with Avatar of Balthazar as the elite and eternal aura for both Avatar recharge and the holy damage. And the monk for more smiting holy damage or something like that.
is holy damage from AoB armor ignoring against undead since it does double? I don't think it is, I don't even have the elite yet, never bothered. I'll probably get it tomorrow.
Shards of Orr help!!!
Fox Reeveheart
Edge Martinez
A good hero build I've been using everywhere is loading Gwen out as a spirit spammer. She gets them up fast, and they help alot. I mostly use Wanderlust as the elite, with the earthbind one, union, and any combination of spirits to fill out the other 5 slots. Works better than Razah since she gets them up quicker.
DarkNecrid
How does she get them quicker?
Fast Casting doesn't affect Rituals.
Fast Casting doesn't affect Rituals.
cliffchai76
I also play Derv but I usually don't bother to use any skills from other professions. For heroes, I'll usually grab one LoD monk, 1 SF ele and 1 MM. Henches: usually 2 monks, 1 interrupter and 1 other.
Pretty much use the same group for all other areas. So far, I haven't come across any area that gives me too many problems.
For shards of orr, my tactics are simple. Get into Balthazar form, charge into the undead casters group. Spam Eternal Aura and Balthazar's rage in quick succession. That's already 300 points dmg to all nearby undeads. With some luck, your SF hero will also cast some AoE spells at the same time and most of the undead casters will be wiped out in 10-15 sec. Then just pick the rest off one by one. Very effective for me so far. The only issue I have in shards are the enchanted weapons who seems to be pretty resistant to all kinds of dmg, whether physical, elemental or holy. But then, that just means it takes a little longer to kill them.
This tactic works well for other areas as well, except that the initial dmg that you can do will be halved to 150+ from 300. Hope this helps
Pretty much use the same group for all other areas. So far, I haven't come across any area that gives me too many problems.
For shards of orr, my tactics are simple. Get into Balthazar form, charge into the undead casters group. Spam Eternal Aura and Balthazar's rage in quick succession. That's already 300 points dmg to all nearby undeads. With some luck, your SF hero will also cast some AoE spells at the same time and most of the undead casters will be wiped out in 10-15 sec. Then just pick the rest off one by one. Very effective for me so far. The only issue I have in shards are the enchanted weapons who seems to be pretty resistant to all kinds of dmg, whether physical, elemental or holy. But then, that just means it takes a little longer to kill them.
This tactic works well for other areas as well, except that the initial dmg that you can do will be halved to 150+ from 300. Hope this helps
Shikaru
Quote:
Originally Posted by Edge Martinez
Quote:
Fast Casting decreases the casting time of your Spells. Additionally, each rank in this attribute decreases your Signet activation times by 3%
No where does it say binding rituals <_<. Besides who would want up to 64% more HP for shelter and union anyways? Also Fox, this is the second thread that you have posted for help on dungeons. Sorry to say, but neither Arachni's Haunt nor Shards of Orr are particularly challenging so something is wrong with your hero builds. What are you running on your heroes and which henchies are you taking? ShadowbaneX
A guidemate and I tackled this one last night.
me: smiting monk (ray of judgement, arcane echo, bane signet, castigation signet, signet of rage, mantra of inscriptions) dunkoro: healer's boon tahlkora: SoR prot monk (RC or Divert Hexes would work as well) zhed: dual attune water w/maelstrom & blurred vision guildy: savannah heat nuker sousuke: earth ele (sandstorm + wands) dervish: balth x2 In my case the ray would do 220 damage (x2 for the echo). The Signet of Rage would deal nearly 300 damage to the Brutes. It still was a bit of a pain though (we used a powerstone of courage in the final fight), but we got through it. Whatever you do, just pack as much holy damage as you can. Oh, interrupters help. Broad Head Arrow or Power Block on those damned chained clerics would probably help alot. Oh, and in answer to your question: yes, Holy Damage while Balth's Avatar is damaged. As for the guy above me: MM's are useless here. They are no corpses (other then your own) so don't even bother. kmburton
Ran myself, Jin, Magrid and Pyre with Judges Insight, Barrage and pets. The two hench monks, Cyn, and Talon. Cut through them like butter with the holy damage AoE...
cliffchai76
Quote:
Originally Posted by ShadowbaneX
As for the guy above me: MM's are useless here. They are no corpses (other then your own) so don't even bother.
Not sure if you are referring to me but I'll answer your doubts anyway.
Yes, MMs are pretty useless here. However, I usually don't go reading up on a particular area before venturing into them. It's the same with Shards. I enjoy taking whatever the game gives me. Therefore, I had absolutely no idea of the fact that there were few corpses for me to exploit before entering Shards for the first and only time so far. All I had assembled was a generic team that could take me through all the areas without much problem and having an MM is helpful 80-90% of the time. If anything, it shows that my tactics worked well in Shards since I cleared it with effectively a 7-men party. notskorn
I used 3 monk heroes with stuff like smite condition and smite hex. You still have to be careful about pulling but as long as you make some half-decent smiting builds you should be able to beat the dungeon in a few hours. Dervish should help too, make sure you use whatever spells they have that do holy damage.
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