Originally Posted by Gli
I've been able to run this one (and Slaver's) with my regular PvE h&h build. There's a trick that makes these places pathetically easy: Flag h&h far, far away, lure a group and find out how far they will follow you. Let them retreat and place your h&h a bit more than an aggro circle away from the turnaround spot. Lure them again and tank (or have one of the h&h tank) on the turnaround spot. Nuke the hell out of whatever comes close enough, retreat if something goes wrong. If you're in the right spot, they won't give chase. Eventually, a group will be cut down to size enough to take them on face to face.
It takes a while to finish a dungeon that way, but it works every time.
This is probably the best advice in this thread. And not only because it works on any mob in the game where you have space to do it, but also because it's particularly effective against these skeletons. The eles prioritize casting shock over turning around, so it is very, very easy to separate them from their group using this tactic. With no monk support, and no additional damage coming in from the warriors or necros, the eles go down pretty easy. And then, with no damage from the eles, the rest of the mob is no real threat.
13 Sep 2007 at 22:28 - 15
I had some fun in that place today  I went in with 3 smite/prot monk heroes, Menhlo and Lina, Cynn and Herta. Even to me it looked a little weird (and I like WTF). I was playing my regular nightmare weapon + triple shot ranger.
And apparently, even a ranger can tank alright if she has 5 monks to back her up XD It was a very strange experience.
Once you've taken out the wizards and necros, the rest of a group are easy pickings, even if your party is made up of squishies. I did think about a Heart of Holy flame dervish as tank and must try that at some point.
For the end boss, remember to take some hex removal or he'll make you suffer. (man, what an annoying piece of work that Fendi is)
14 Sep 2007 at 03:25 - 16
Quote:
Originally Posted by darktyco
I am going to try to H/H this when I get home tonight. After getting completely owned by this place on my way to the Asuran lands, I have been itching to go back with some holy damage in tow. I am thinking of running with the following setup:
2 Monk Heroes:
Bane Signet
Castigation Signet
Reversal of Damage
Smite Condition
Signet of Judgment (e)
Gift of Health
Rez
1 Monk Hero:
Light of Deliverence (e)
Dismiss Condition
(other prot skills)
Rez
The following henchies: Cynn, Herta, Mehnlo, Zho
Myself as a necro running something like the following:
Spiteful Spirit (e)
Arcane Echo
Enfeebling Blood
Well of Darkness
Technobabble
Necrosis
Rez
My skill bar here looks like a mess, so it will probably change somewhat, but I tried to pack in damage, some anti-melee, and some anti-caster. I am also thinking about bringing both henchie monks so I can have all three hero monks go smiting.
I went with this earlier, and it was very smooth sailing all the way to the boss. Just take out the necros as soon as possible and start in on the wizards.
Unfortuanately I took Lina (prot hench) instead of Zho, which was a HUGE mistake for the boss. She will spread enchantments around, which result in huge damage when he casts desecrate enchantments. I highly recommend bringing Daze or Spinal Shivers instead of the extra prot hench. Also, because H+H tend to bunch up in a tight group, and both of his big hitting spells are AOE, you will need to flag them so they spread out a bit to minimize the damage.
I'm glad I finished this before the new build that fixes his archer minions though, I'm sure he is going to be quite a bit tougher now.
21 Sep 2007 at 03:34 - 17
Quote:
Originally Posted by Cricket
I had some fun in that place today  I went in with 3 smite/prot monk heroes, Menhlo and Lina, Cynn and Herta. Even to me it looked a little weird (and I like WTF). I was playing my regular nightmare weapon + triple shot ranger.
And apparently, even a ranger can tank alright if she has 5 monks to back her up XD It was a very strange experience.
Once you've taken out the wizards and necros, the rest of a group are easy pickings, even if your party is made up of squishies. I did think about a Heart of Holy flame dervish as tank and must try that at some point.
For the end boss, remember to take some hex removal or he'll make you suffer. (man, what an annoying piece of work that Fendi is)
Out of all the strategies from this thread, the one that made this run most successful for me was Cricket's post. As Ranger primary (eventually) I went with a BHA/Light of Deldrimor/Judge's Insight bld, with Needling Shot for DPS and Antidote Sig. Added Earthbound Insignias for good measure. Using the terrain helped too; strategically flagging the h/h's behind a wall and create a stopgap flow of enemies to my char as a "tank" worked wonders... Until the Boss. Hella frustrating, got killed at least 15 times before whittling his Spectral Form to zero. After a while, I wasn't trying to dodge the popup Ritualists, just get the Boss's HP down before my next team rez. Vengeance on a couple of my smiters seem to make things go quicker, since i knew most were all going to die anyway.
21 Sep 2007 at 03:57 - 18
Bah. Run Triple-Smite. All three monk heroes as Smiters, plus the two henchie monks. Run 12 Smiting on yourself also.
Level 1: 10m
Level 2: 15m
Level 3: 30m
GG
Come on people, stop beating your head against the wall on Orr. Target their weakness.
21 Sep 2007 at 03:57 - 19
I ran it for the primary quest, after having myself and my H/H team wiped out on a number of occasions. I'm sure there are ways to handle it, and I intend to come back and give it a full workover, but at the time I simply didn't have the patience. Regardless, it's certainly challenging, at least solo.
21 Sep 2007 at 04:30 - 20
Melandru's Dervishes with heart of holy flame and smite damage tend to kill things down there.
21 Sep 2007 at 05:36 - 21
I did want to suggest that they add a Res Shrine closer to the boss. It's pretty frustrating to die and then take ~2 minutes to get back to him. Almost every other boss in a dungeon has a Res Shrine next to them while this one does not.
21 Sep 2007 at 05:49 - 22
I find that fighting this boss at 60 DP is very tiresome.Bringing a power stone and grail of might is a must.Because of those Rt Destrcutive was Glieve is doings lots of damage and they just charge and drop the ash into a nicely balled up henchies group.
21 Sep 2007 at 08:51 - 23
i have played with my dervish (H/H) without any problem.
[skill]Heart of Holy Flame[/skill]
[skill]Avatar of Lyssa[/skill]
+Eternal Aura
2 standard SH ele
monk hero
[skill]Mend Ailment[/skill]
[skill]Restore Condition[/skill]
+2 monk henchies
+1 interuptor
+1 fire hench
21 Sep 2007 at 09:02 - 24
It wasn't that hard for me. I was able to gimp and avoid them with 60% DP.
22 Sep 2007 at 00:16 - 25
3 fire nukers works well too
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