Shards of Orr
Pericles
Lately i was doing this primary quest, and i had to go through Shards of Orr, and i don't know what you guys think of it but i find it to be one of the hardest dungeons so far. Often you encounter groups of skeletals with 2 DIFFERENT monks, they have outstanding skillbars, (as do the rest of the group), they use Shield of Deflection (awesome elite) and ZB (one of the best Prot elites). Then they usually have some blinding surge eles and hammer warriors with a GOOD elite (forceful blow).
So all in all, the groups are:
1. Condition Heavy
2. Anti-melee
3. Strong Healing
4. Knockdowns
I think these groups of undead may be the strongest (build-wise) enemy groups EVER encountered in Guild Wars (leaving out their holy damage weakness).
So i'd like to hear from you what you think about
1. What team-builds are best for clearing Shards of Orr
and
2. If you agree that these undead groups are the most powerful foes in GW (not taking level into account, nor monster skills, natural resistance etc.)
thx
So all in all, the groups are:
1. Condition Heavy
2. Anti-melee
3. Strong Healing
4. Knockdowns
I think these groups of undead may be the strongest (build-wise) enemy groups EVER encountered in Guild Wars (leaving out their holy damage weakness).
So i'd like to hear from you what you think about
1. What team-builds are best for clearing Shards of Orr
and
2. If you agree that these undead groups are the most powerful foes in GW (not taking level into account, nor monster skills, natural resistance etc.)
thx
xcenic
i think they have uber aoe damage and Over melee damage!! i was running whit my paragon and one undead warior make me 350dmg, so i say WTF??
so i dont agree they should have so much power, well that is one elite place..so idk!!
one build againts them is the normal and bored one, 1 ss, 2 Sf, 3 monk( 2 healer one prot), and 2 anything: maybe splinter barrage and one warior: no devona she sux so damn hard!!
i try this whit 2 paragon and 2 monk, you know, lokking for some fun trying diferent thing and i get wtf owned, so i say: RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO you self anet i gonna do this in the old and boresome way!!
sorry for my english!
so i dont agree they should have so much power, well that is one elite place..so idk!!
one build againts them is the normal and bored one, 1 ss, 2 Sf, 3 monk( 2 healer one prot), and 2 anything: maybe splinter barrage and one warior: no devona she sux so damn hard!!
i try this whit 2 paragon and 2 monk, you know, lokking for some fun trying diferent thing and i get wtf owned, so i say: RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO you self anet i gonna do this in the old and boresome way!!
sorry for my english!
mcsumo
Nah they weren't that tough. My mate was a tank with Dolyak and that 30 second holy damage Derv enchantment which I can't remember the name of. I was a BHA ranger. I negated the closest monk and he just stood on a corner cycloning away. Our all ranged heroes (RC is a must) were safely hidden behind him. Admittedly you don't want a second group to get involved.
Antheus
These groups are strong for one simple reason:
- Henchies are stupid.
What happens is simply that they bunch up, then get spiked. Mostly human groups should have little to no effort, as long as they spread out.
Primary damage comes from two sources:
- Earth ele spike (KD/aftershock?/crystal wave)
- Necros with conditions and corpse explosions, with later being able to wipe your group in 2 seconds
Melee mobs aren't a problem. Weakness, aegis, wards make them harmless. The trick comes simply down to killing the casters first.
Another thing - if you kill melee mobs before necros, they'll die conveniently inside your group. Then necros will explode their corpses for maximum damage.
Note: I'm not sure which type of corpse explosion they use, Death Nova, Putrid, .... I just know that they frequently spike 2 or 3 at the same time.
This mission will remain hard to hench simply because AI bunches together.
Quote:
i try this whit 2 paragon and 2 monk, you know, lokking for some fun trying diferent thing and i get wtf owned,
- Henchies are stupid.
What happens is simply that they bunch up, then get spiked. Mostly human groups should have little to no effort, as long as they spread out.
Primary damage comes from two sources:
- Earth ele spike (KD/aftershock?/crystal wave)
- Necros with conditions and corpse explosions, with later being able to wipe your group in 2 seconds
Melee mobs aren't a problem. Weakness, aegis, wards make them harmless. The trick comes simply down to killing the casters first.
Another thing - if you kill melee mobs before necros, they'll die conveniently inside your group. Then necros will explode their corpses for maximum damage.
Note: I'm not sure which type of corpse explosion they use, Death Nova, Putrid, .... I just know that they frequently spike 2 or 3 at the same time.
This mission will remain hard to hench simply because AI bunches together.
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1. What team-builds are best for clearing Shards of Orr
Human group. At least two, 3 or 4 is beter, full human is best. Quote:
Agreed. As I said elsewhere, I'm happy to have "smarter" mobs in GWEN, but the H+H AI needs to be improved to deal with it.
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Quote: Originally Posted by Etta 1 Barrage-Judge insight interupter I used this too. It was remarkably effective.
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Originally Posted by Kryth
Ogden - Bonder
I also used this. It's a flying pain in the backside to babysit the bonder to make sure they recast mantra and prioritize the signet over moving about, but it gets the job done. Quote:
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