Cyndr the Mountain Heart [Merged]
The Way Out
Many people will give you their opinions on this matter... and great builds for this. This is by far... the easiest mission in GWEN. There is no trick to beating him. He kills you through AoE. The way you approach any AoE damager is the same... spread out. I mean that. any monks you have should be spread out far enough away from each other where they heal and prot without getting killed at the same time. Having real people with you is great. Everyone grab a keg from the lazy non-fighting dwarf and go and drop it near him. chances are one of you will die in the process. Three kegs drop his Carapace... then fight him. Interupts are great... but you can kill him nevertheless... tanks are great... same.... degens... same.... get his armor down and wipe him. If he recovers... repeat... no need for a poorly mapped mspaint diagram. If you've died there you know why.
Mark Nevermiss
Today I wanted to get my elementalist to finish EoTN, so I followed the tried and proven touch ranger approach, and it did not disappoint this time either.
I just held my H/H back till he hit me a couple times then told them to go crazy, no flagging, no hassle.
[edit] to say that this is the easiest mission in EoTN is by far not true. Would you say A Little Help or the Bloodstone is more difficult or Tracking the Nornbear? LOL
I just held my H/H back till he hit me a couple times then told them to go crazy, no flagging, no hassle.
[edit] to say that this is the easiest mission in EoTN is by far not true. Would you say A Little Help or the Bloodstone is more difficult or Tracking the Nornbear? LOL
The Way Out
Sweet... I knew touch rangers were good for something... lmao
tmr819
There seem to be three types of posts in this rather longish thread:
(1) Seeking help: "Cyndr is wiping my hero/hench team. How do I defeat this boss?"
[He IS difficult. If you are attempting this mission with a Hero/Hench team, I feel your pain. It is altogether reasonable to ask for help/advice.]
(2) Unhelpful: "Cyndr is SOOO easy!!! Me and a couple of my guildies downed him in, like, 2 seconds flat!!"
[Well, of course, you did. This mission is a walk in the park with LIVE PLAYERS. It is an altogether different story -- and far more challenging -- with witless NPCs.]
(3) Helpful: "Cyndr can be beat with Heroes/Henches, and here's how I did it..."
[Ahh, THESE are the posts I'm looking for!]
So, thank you, Mark Nevermiss, for the 3-R/N Hero approach. I am looking forward to trying that one out! Could you list the actual skills in their builds? Most of them I recognize, but some of the icons are new to me.
As for my warrior, I was able to Hero/Hench this mission using:
--Jora as W to tank/interrupt Cyndr (having Defy Pain helped with her)
--Ogden as Mo/Rt to backup LoD (Light of Deliverance) heal and drop regen/prot spirits
--Pyre as R to spam BHA (Broad Head Arrow) daze interrupts
--Menlo
--Herta
--Zho (I'd take Lina next time, I think)
--Lo Sha
But this mission was NOT easy, even so.
One of the most aggravating things about H/H-ing this mission for me is that the four henches break off fighting and run around like witless dolts every time I went for a keg because their AI tells them I'm retreating. In a sense, the solo player is thus left playing with half a team every time you go collect a keg from Budger. Thus, you really depend on your Heroes. I sure wish henches had the same Aggressive/Defensive/Passive option that Heroes have!
The key thing for me was to set Pyre and Jora on AGGRESSIVE (flagging Ogden back a bit to support them) and then lock them both onto Cyndr when he first pops up.
Fooling with the kegs is a pain, however, and "distracts" your henches from the fight. I look forward to trying the ranger/necro tactic described by Mark a couple of posts above this one.
(1) Seeking help: "Cyndr is wiping my hero/hench team. How do I defeat this boss?"
[He IS difficult. If you are attempting this mission with a Hero/Hench team, I feel your pain. It is altogether reasonable to ask for help/advice.]
(2) Unhelpful: "Cyndr is SOOO easy!!! Me and a couple of my guildies downed him in, like, 2 seconds flat!!"
[Well, of course, you did. This mission is a walk in the park with LIVE PLAYERS. It is an altogether different story -- and far more challenging -- with witless NPCs.]
(3) Helpful: "Cyndr can be beat with Heroes/Henches, and here's how I did it..."
[Ahh, THESE are the posts I'm looking for!]
So, thank you, Mark Nevermiss, for the 3-R/N Hero approach. I am looking forward to trying that one out! Could you list the actual skills in their builds? Most of them I recognize, but some of the icons are new to me.
As for my warrior, I was able to Hero/Hench this mission using:
--Jora as W to tank/interrupt Cyndr (having Defy Pain helped with her)
--Ogden as Mo/Rt to backup LoD (Light of Deliverance) heal and drop regen/prot spirits
--Pyre as R to spam BHA (Broad Head Arrow) daze interrupts
--Menlo
--Herta
--Zho (I'd take Lina next time, I think)
--Lo Sha
But this mission was NOT easy, even so.
One of the most aggravating things about H/H-ing this mission for me is that the four henches break off fighting and run around like witless dolts every time I went for a keg because their AI tells them I'm retreating. In a sense, the solo player is thus left playing with half a team every time you go collect a keg from Budger. Thus, you really depend on your Heroes. I sure wish henches had the same Aggressive/Defensive/Passive option that Heroes have!
The key thing for me was to set Pyre and Jora on AGGRESSIVE (flagging Ogden back a bit to support them) and then lock them both onto Cyndr when he first pops up.
Fooling with the kegs is a pain, however, and "distracts" your henches from the fight. I look forward to trying the ranger/necro tactic described by Mark a couple of posts above this one.
angmar_nite
Does that work on hm? the touch builds?
Mark Nevermiss
[skill]vampiric bite[/skill][skill]vampiric touch[/skill][skill]throw dirt[/skill][skill]whirling defense[/skill][skill]dryder's defenses[/skill][skill]offering of blood[/skill][skill]troll unguent[/skill][skill]resurrection signet[/skill]
Attribute points:
Blood Magic: 12
Expertise: 11+1+2
Wilderness Survival : 6+1
Template Code: OgQTQ47itpGyJQNCHijkw3gxBA
Good luck
About henchies breaking aggro: its true, thats why you see me in the screenshot melee'ing him with a totem axe for 0 damage . Earth defenses made his damage laughable on my ele as you can see from the screenshots.
Attribute points:
Blood Magic: 12
Expertise: 11+1+2
Wilderness Survival : 6+1
Template Code: OgQTQ47itpGyJQNCHijkw3gxBA
Good luck
About henchies breaking aggro: its true, thats why you see me in the screenshot melee'ing him with a totem axe for 0 damage . Earth defenses made his damage laughable on my ele as you can see from the screenshots.
Sir Moak
I don't know if it still works, but I beat that quest quite easily with my necro.
The build I used: OANDQsx/QFCGONiqQcBVVbhxEA
Heroes don't play this build well, but on a human necro this still rocks.
I was using this build around that time, and had no idea about the difficulty of this quest. Since I've already seen what running around does to hench AI, I skipped the barrels at the start. Basically what I noticed was that the H&H team did nothing, just kept me alive (which was no small task ), but couldn't damage Cyndr.
It took me a little while to kill that wurm, but basically with this build a necro has the advantage of staying behind and can keep spamming skills without running out of energy. All damage is shadow or life stealing and all you have too look after is when to use Angorodon's Gaze to refill your health bar.
I hope this helped.
The build I used: OANDQsx/QFCGONiqQcBVVbhxEA
Heroes don't play this build well, but on a human necro this still rocks.
I was using this build around that time, and had no idea about the difficulty of this quest. Since I've already seen what running around does to hench AI, I skipped the barrels at the start. Basically what I noticed was that the H&H team did nothing, just kept me alive (which was no small task ), but couldn't damage Cyndr.
It took me a little while to kill that wurm, but basically with this build a necro has the advantage of staying behind and can keep spamming skills without running out of energy. All damage is shadow or life stealing and all you have too look after is when to use Angorodon's Gaze to refill your health bar.
I hope this helped.
tmr819
I am curious about one thing. Does Cyndr submerge and then move elsewhere only if his carapace is brought down?
In other words, if you tried the direct, necro/lifestealing approach (and don't bother with the kegs), will he just stay in one place?
P.S. Thanks for posting the build, Mark! I was trying to make out the elite skill and thought it might be Spoil Victor. Offering of Blood is much better and addresses what had been my main concern about the build: insufficient energy. I'll have to pick that elite up next time I'm in game.
In other words, if you tried the direct, necro/lifestealing approach (and don't bother with the kegs), will he just stay in one place?
P.S. Thanks for posting the build, Mark! I was trying to make out the elite skill and thought it might be Spoil Victor. Offering of Blood is much better and addresses what had been my main concern about the build: insufficient energy. I'll have to pick that elite up next time I'm in game.
The Way Out
tm819
Yes he will stand there and take it like a wurm! He did relocate when I degened him.
I've beaten him with degen and the traditional keg and slash/nuke. He will stay there and just degen to death. I still find it odd that people try to h/h everything. Things are easier with guild members, but I guess that is why I am in a guild. I like to get from point A to point B in a straight line, which is the shortest route. I don't have much fun trying to hh everything (even though I admit I beat two campaigns that way. Trying to beat this particular mission hh was a waste of my time. Just that fact that I have to alter builds on both myself and my heroes for this mission was a waste of time. However, if you are that die-hard kind of alone player, by all means... hh away. Thanks for the touch post, that was helpful to a lot of people.
On another note, this is a good way to get gold items and asuran/dwarven points at the same time. Just keep going back to Eye of North and join parties with people who need the quest. You can also be of help to people who don't rtfm.
Yes he will stand there and take it like a wurm! He did relocate when I degened him.
I've beaten him with degen and the traditional keg and slash/nuke. He will stay there and just degen to death. I still find it odd that people try to h/h everything. Things are easier with guild members, but I guess that is why I am in a guild. I like to get from point A to point B in a straight line, which is the shortest route. I don't have much fun trying to hh everything (even though I admit I beat two campaigns that way. Trying to beat this particular mission hh was a waste of my time. Just that fact that I have to alter builds on both myself and my heroes for this mission was a waste of time. However, if you are that die-hard kind of alone player, by all means... hh away. Thanks for the touch post, that was helpful to a lot of people.
On another note, this is a good way to get gold items and asuran/dwarven points at the same time. Just keep going back to Eye of North and join parties with people who need the quest. You can also be of help to people who don't rtfm.
boxterduke
Quote:
Originally Posted by Mark Nevermiss
Today I wanted to get my elementalist to finish EoTN, so I followed the tried and proven touch ranger approach, and it did not disappoint this time either.
I just held my H/H back till he hit me a couple times then told them to go crazy, no flagging, no hassle. When Gwen came out, and I got Pyre I tried three touch rangers as a build to kill stuff with but they never really did anything.
So my question is, what weapon you have equipped on them, when I used a staff, they just stood there wanding away.
I just held my H/H back till he hit me a couple times then told them to go crazy, no flagging, no hassle. When Gwen came out, and I got Pyre I tried three touch rangers as a build to kill stuff with but they never really did anything.
So my question is, what weapon you have equipped on them, when I used a staff, they just stood there wanding away.
tmr819
Quote:
Originally Posted by The Way Out
I still find it odd that people try to h/h everything. Things are easier with guild members, but I guess that is why I am in a guild. I like to get from point A to point B in a straight line, which is the shortest route. I don't have much fun trying to hh everything (even though I admit I beat two campaigns that way. Trying to beat this particular mission hh was a waste of my time.
I totally agree with you. I much prefer going in a group. The whole thing is quicker and easier. But I just don't like being *dependent* on a group and want to know how to solo it if there's a way. Plus, to me, there is a certain extra measure of challenge in learning to defeat these kinds of missions on your own.
It's kind of like cracking a safe or solving a puzzle. I enjoy that sort of challenge. The followup challenge is how to complete a mission and get Masters (in cases where Masters or a Bonus is offered).
It's kind of like cracking a safe or solving a puzzle. I enjoy that sort of challenge. The followup challenge is how to complete a mission and get Masters (in cases where Masters or a Bonus is offered).
Mark Nevermiss
Quote:
Originally Posted by boxterduke
When Gwen came out, and I got Pyre I tried three touch rangers as a build to kill stuff with but they never really did anything.
So my question is, what weapon you have equipped on them, when I used a staff, they just stood there wanding away. I equipped them each with a staff and they did well. Pyre seems to wuss out abit, I mean look at his energy and health compared to poor Margrid and Jin. It seems the Charr are cowards after all :P
I confirm that Cyndr will not burrow when you use this approach so its win/win in this regard too.
regarding the reason I H/H most things in the game: it would be fun to do this in a guild group - I agree, but I havent been in a guild for a very long time. I havent been fortunate enough to ever land in an active guild so I decided not to bother joining anymore.
So my question is, what weapon you have equipped on them, when I used a staff, they just stood there wanding away. I equipped them each with a staff and they did well. Pyre seems to wuss out abit, I mean look at his energy and health compared to poor Margrid and Jin. It seems the Charr are cowards after all :P
I confirm that Cyndr will not burrow when you use this approach so its win/win in this regard too.
regarding the reason I H/H most things in the game: it would be fun to do this in a guild group - I agree, but I havent been in a guild for a very long time. I havent been fortunate enough to ever land in an active guild so I decided not to bother joining anymore.
tmr819
Quote:
Originally Posted by Mark Nevermiss
Pyre seems to wuss out abit, I mean look at his energy and health compared to poor Margrid and Jin. It seems the Charr are cowards after all :P
I note that Pyre is set to defensive while the other two are aggressive. Would that have made a difference?
Mark Nevermiss
Yeah it seems like the only reasonable explanation. It was the first and last time I ever used Pyre so yeah.
Xylia
As a side note, you can't strike through the carapace in Hard mode. I went there with a guild group last week and we had to keg the carapace before we could do any damage, even with life steal skills. Spoil Victor and Pain Inverter won the day on this one.
On normal mode, I brought all 3 necro heroes and myself (also a necro). I don't remember the overall build, but I know I was using Spoil Victor and some vamp skills, Livia was set up with life transfer and some vamp skills, MoW was probably using an MM build to help get through the dungeon, and Olias was using a curses build with SS. I'm sure I brought the Prot and Heal henchmen, and probably Devona and Herta or Talon. In the end, we just smacked Cyndr with all the life drain/shadow damage skills and he went down hard.
If I were to go again, I'd probably take a build like this:
[skill]Spoil Victor[/skill][skill]Pain Inverter[/skill][skill]awaken the blood[/skill][skill]Vampiric Gaze[/skill][skill]Barbed Signet[/skill][skill]Shadow Strike[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
[skill]Life Transfer[/skill][skill]Life Siphon[/skill][skill]Awaken the Blood[/skill][skill]Vampiric Gaze[/skill][skill]Barbed Signet[/skill][skill]blood ritual[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
[skill]Spiteful Spirit[/skill][skill]Enfeebling Blood[/skill][skill]Reckless Haste[/skill][skill]Insidious Parasite[/skill][skill]Signet of Sorrow[/skill][skill]Rip Enchantment[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
[skill]Icy Veins[/skill][skill]animate bone minions[/skill][skill]death nova[/skill][skill]putrid bile[/skill][skill]rising bile[/skill][skill]signet of sorrow[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
The build I took in my guild group for HM was:
[skill]Spoil Victor[/skill][skill]Vampiric Gaze[/skill][skill]Barbed Signet[/skill][skill]Blood Ritual[/skill][skill]Pain Inverter[/skill][skill]Light of Deldrimore[/skill][skill]Necrosis[/skill][skill]Resurrection Signet[/skill]
On normal mode, I brought all 3 necro heroes and myself (also a necro). I don't remember the overall build, but I know I was using Spoil Victor and some vamp skills, Livia was set up with life transfer and some vamp skills, MoW was probably using an MM build to help get through the dungeon, and Olias was using a curses build with SS. I'm sure I brought the Prot and Heal henchmen, and probably Devona and Herta or Talon. In the end, we just smacked Cyndr with all the life drain/shadow damage skills and he went down hard.
If I were to go again, I'd probably take a build like this:
[skill]Spoil Victor[/skill][skill]Pain Inverter[/skill][skill]awaken the blood[/skill][skill]Vampiric Gaze[/skill][skill]Barbed Signet[/skill][skill]Shadow Strike[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
[skill]Life Transfer[/skill][skill]Life Siphon[/skill][skill]Awaken the Blood[/skill][skill]Vampiric Gaze[/skill][skill]Barbed Signet[/skill][skill]blood ritual[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
[skill]Spiteful Spirit[/skill][skill]Enfeebling Blood[/skill][skill]Reckless Haste[/skill][skill]Insidious Parasite[/skill][skill]Signet of Sorrow[/skill][skill]Rip Enchantment[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
[skill]Icy Veins[/skill][skill]animate bone minions[/skill][skill]death nova[/skill][skill]putrid bile[/skill][skill]rising bile[/skill][skill]signet of sorrow[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
The build I took in my guild group for HM was:
[skill]Spoil Victor[/skill][skill]Vampiric Gaze[/skill][skill]Barbed Signet[/skill][skill]Blood Ritual[/skill][skill]Pain Inverter[/skill][skill]Light of Deldrimore[/skill][skill]Necrosis[/skill][skill]Resurrection Signet[/skill]
Mark Nevermiss
I was wondering if a warrior with [skill]Illusionary Weaponry[/skill][skill]Flurry[/skill] with a totem axe or rajazan's sword or equivalent could also hit through the carapace
boxterduke
I just want to say thanks to Mark Nevermiss about the touch ranger tip.
I went in with my Monk a week ago and did the mission and even finished the game with just h/h
Touch rangers ftw in this mission.
I went in with my Monk a week ago and did the mission and even finished the game with just h/h
Touch rangers ftw in this mission.
tmr819
Quote:
Originally Posted by boxterduke
I went in with my Monk a week ago and did the mission and even finished the game with just h/h
Touch rangers ftw in this mission.
So, with my Pyre and Margrid as touch rangers, two human warriors, my Zhed, my friend's Dunkoro, Zho, and Menlo we handled Cyndr just fine.
My warrior friend insisted on trying to do the powder kegs while the rest of us engaged Cyndr. My friend's messing with the kegs was actually counterproductive. The two rangers had Cyndr down to ca. 1/3 health when my friend dropped the third keg. Once Cyndr's carapace went down, he submerged, and I thought "Oh, no, we have to start all over." But his health was still at 1/3 even though his carapace was back when he reemerged, and we finished him off with just the two rangers and the rest of us interrupting what we could. The kegs are fine if you have a group of human players (3+ preferably). Otherwise, they are just a major nuisance.
Moreover, I forgot to equip +energy weapons on the rangers, and they were still amazingly effective. I can only imagine how much easier it'd be with three such rangers.
Pyro maniac
Quote:
Originally Posted by Mark Nevermiss
I was wondering if a warrior with [skill]Illusionary Weaponry[/skill][skill]Flurry[/skill] with a totem axe or rajazan's sword or equivalent could also hit through the carapace
would prefer R/Me with IW then. Tigers Fury as IAS and Storm Chaser to fuel up energy
Mark Nevermiss
Quote:
Originally Posted by Pyro maniac
would prefer R/Me with IW then. Tigers Fury as IAS and Storm Chaser to fuel up energy
Actually since I have already done this on my warrior and my ranger was next in line [currently doing the Bookah line], I was planning on testing this setup on her. Hopefully Illusionary Weaponry proves effective, otherwise Cyndr will have 4 touch rangers on him this time
Mark Nevermiss
Today I wanted to do this mission on my ritualist, and I decided to test a non touch-ranger way whereby my ritualist would be participating actively in bringing the beast down and not just watching or healing. So here is what I did:
Please note the builds I used could be perfected further because it was a first test. Also, the builds needed to be resilient to allow for reachiing Cyndr in the first place with little or no casualties.
This was probably the easiest time I did it.
Note: You need to do some flagging but its easy as you see from the image below:
In retrospect: I could have brought another blood necro instead of Xandra to accelerate things abit because Cyndr decided not to attack her and thus her [skill]weapon of remedy[/skill][skill]vengeful weapon[/skill] were not used.
My own build for this mission:
13 Channeling
13 Restoration
8 Protection Prayers
Rt/Mo
[skill]splinter weapon[/skill][skill]wielder's strike[/skill][skill]spirit rift[/skill][skill]weapon of remedy[/skill][skill]vengeful weapon[/skill][skill]nightmare weapon[/skill][skill]mend body and soul[/skill][skill]protective spirit[/skill]
Master of Whispers build:
14 Blood Magic
12 Soul Reaping
[skill]Soul Leech[/skill][skill]Vampiric gaze[/skill][skill]Blood of the aggressor[/skill][skill]Blood Drinker[/skill][skill]demonic flesh[/skill][skill]Blood Ritual[/skill][skill]Signet of Lost Souls[/skill][skill]death pact signet[/skill]
Xandra's build is not important. She was mainly a healer with Life to help with Mend Body and Soul.
Master of Whispers went all out on Cyndr and got healing and protection from Mhenlo/Lina who were safely hidden behind the wall [along with the rest of the henchies and Olias]
All I did was cast prot spirit on my self and use Nightmare Weapon every 10 seconds while wanding Cyndr to steal health from him.
I think the same strategy can be used in HM.
My Ritualist and his team
Please note the builds I used could be perfected further because it was a first test. Also, the builds needed to be resilient to allow for reachiing Cyndr in the first place with little or no casualties.
This was probably the easiest time I did it.
Note: You need to do some flagging but its easy as you see from the image below:
In retrospect: I could have brought another blood necro instead of Xandra to accelerate things abit because Cyndr decided not to attack her and thus her [skill]weapon of remedy[/skill][skill]vengeful weapon[/skill] were not used.
My own build for this mission:
13 Channeling
13 Restoration
8 Protection Prayers
Rt/Mo
[skill]splinter weapon[/skill][skill]wielder's strike[/skill][skill]spirit rift[/skill][skill]weapon of remedy[/skill][skill]vengeful weapon[/skill][skill]nightmare weapon[/skill][skill]mend body and soul[/skill][skill]protective spirit[/skill]
Master of Whispers build:
14 Blood Magic
12 Soul Reaping
[skill]Soul Leech[/skill][skill]Vampiric gaze[/skill][skill]Blood of the aggressor[/skill][skill]Blood Drinker[/skill][skill]demonic flesh[/skill][skill]Blood Ritual[/skill][skill]Signet of Lost Souls[/skill][skill]death pact signet[/skill]
Xandra's build is not important. She was mainly a healer with Life to help with Mend Body and Soul.
Master of Whispers went all out on Cyndr and got healing and protection from Mhenlo/Lina who were safely hidden behind the wall [along with the rest of the henchies and Olias]
All I did was cast prot spirit on my self and use Nightmare Weapon every 10 seconds while wanding Cyndr to steal health from him.
I think the same strategy can be used in HM.
My Ritualist and his team
Xero Silvam
I beat Cyndr in about 1 minute using 3 R/N toucher heroes.
'twas easy.
'twas easy.
tmr819
Interesting combination, Mark. I have never had much luck with keeping my other henches "safely hidden" and yet close enough to be effective. Cyndr always seems to go for them if they are anywhere nearby.
I have lately been looking for a better way to deal with Magmus, Cyndr's replacement once you've completed this mission.
I think Magmus is more difficult than Cyndr, in many ways. I managed to defeat Magmus once with my elementalist by echo spamming ([skill]Arcane Echo[/skill][skill]Power Block[/skill]), but this method will not work on my warrior cause he hasn't got the energy needed to keep it going. Heroes really can't handle the "echo spamming" thing very well (unless I am doing something wrong in their setups). I have also been wondering whether [skill]Wail of Doom[/skill] with arcane echo might be effective on a Hero against Magmus, but I haven't tried it yet. I'm not sure whether the "attack skills" for Wail of Doom just works against melee skills, tho. At least Magmus is relatively easy to get to for my "experiments".
Magmus has no monster skills and all his spells are fire-based, but he sure spams them awfully fast.
I have lately been looking for a better way to deal with Magmus, Cyndr's replacement once you've completed this mission.
I think Magmus is more difficult than Cyndr, in many ways. I managed to defeat Magmus once with my elementalist by echo spamming ([skill]Arcane Echo[/skill][skill]Power Block[/skill]), but this method will not work on my warrior cause he hasn't got the energy needed to keep it going. Heroes really can't handle the "echo spamming" thing very well (unless I am doing something wrong in their setups). I have also been wondering whether [skill]Wail of Doom[/skill] with arcane echo might be effective on a Hero against Magmus, but I haven't tried it yet. I'm not sure whether the "attack skills" for Wail of Doom just works against melee skills, tho. At least Magmus is relatively easy to get to for my "experiments".
Magmus has no monster skills and all his spells are fire-based, but he sure spams them awfully fast.
Xylia
Quote:
Originally Posted by tmr819
II'm not sure whether the "attack skills" for Wail of Doom just works against melee skills, tho. At least Magmus is relatively easy to get to for my "experiments".
"Attack skills" refers to skills that are designated as such in the skill description ("bow attack", "hammer attack", "melee attack", etc)
tmr819
OK. Thanks, Xylia, for the clarification. I guess [skill]Wail of Doom[/skill] would be pretty useless against Magmus then. Oh, well.
Mark Nevermiss
Quote:
Originally Posted by Xero Silvam
I beat Cyndr in about 1 minute using 3 R/N toucher heroes.
'twas easy. Touch rangers were discussed earlier. I was just exploring alternative means
'twas easy. Touch rangers were discussed earlier. I was just exploring alternative means
anti_fashion
pain inverter and UB tanks. owned before he hid under ground the first time.
2 ubs 1 ele with pain invert, rest of the party was random.
2 ubs 1 ele with pain invert, rest of the party was random.
Nemo the Capitalist
4 touchers 2 monks and a tank own him bad kill in 10 seconds
life stealing damage=overpowered
life stealing damage=overpowered
Mac Sidewinder
We had 3 life stealing Necros and took him down real fast. We didn't even really concentrate too hard on their builds. Just bring some life stealing and some healing and you are alright.
Pandora's box
Doing it for the first time with my smite monk in a hero/hench party: wrong builds I suppose, can't even get near. I destroyed his carapace 3 times now but it always takes out the whole party. And after getting back from the res shrine the carapace is restored again. No damage done. So before I trie other suggestions posted here first 2 questsions:
1. Will the carapace always get back or is there a limit after which is stays down?
2. Would skills like Shield of Judgement or Signet of judgement acutally do some dmg back?
In my today's build Gwen was using her original interrupt build, but she had no success at all in interrupting Cyndr. So I wonder if I should use interrupts at all or simply go for the touch party with a lot of healing?
1. Will the carapace always get back or is there a limit after which is stays down?
2. Would skills like Shield of Judgement or Signet of judgement acutally do some dmg back?
In my today's build Gwen was using her original interrupt build, but she had no success at all in interrupting Cyndr. So I wonder if I should use interrupts at all or simply go for the touch party with a lot of healing?
tmr819
I recommend using the three-touch-ranger method posted a couple pages back in this thread and bring interrupt/healing Heroes; interrupts do work against Cyndr's other damage skills -- just not the monster skill Pyroclastic Shot as far as I can tell. If you only have two rangers, bring an interrupter Hero or Healer Hero. (I've h/h'd this with two rangers, but three is faster.)
1. With the touch rangers, you do not need to bother with the kegs (which is a major pain with henches since they will stop fighting every time you go to grab a keg).
2. Not sure what those two skills you mention would do for you against Cyndr. Perhaps someone else might know...
The carapace comes back every time he submerges, but he does not submerge with the touch ranger method. I've had pretty consistent success with the Touch Rangers... A skill like [skill]Protective Spirit[/skill] for yourself and the henches might also be a plus.
1. With the touch rangers, you do not need to bother with the kegs (which is a major pain with henches since they will stop fighting every time you go to grab a keg).
2. Not sure what those two skills you mention would do for you against Cyndr. Perhaps someone else might know...
The carapace comes back every time he submerges, but he does not submerge with the touch ranger method. I've had pretty consistent success with the Touch Rangers... A skill like [skill]Protective Spirit[/skill] for yourself and the henches might also be a plus.
Mark Nevermiss
Quote:
Originally Posted by Pandora's box
Doing it for the first time with my smite monk in a hero/hench party: wrong builds I suppose, can't even get near. I destroyed his carapace 3 times now but it always takes out the whole party. And after getting back from the res shrine the carapace is restored again. No damage done. So before I trie other suggestions posted here first 2 questsions:
1. Will the carapace always get back or is there a limit after which is stays down?
2. Would skills like Shield of Judgement or Signet of judgement acutally do some dmg back?
In my today's build Gwen was using her original interrupt build, but she had no success at all in interrupting Cyndr. So I wonder if I should use interrupts at all or simply go for the touch party with a lot of healing?
After the carapace is down and him taking damage he will always burrow-->pop up at a different location with restored carapce---> regen health really fast unless you take the carapace down again fast it will get really frustrating with hench/heroes.
I dont think any kind of damage affects him ,even holy damage while the carapce is intact. Think of it as stone flesh aura with REALLY HUGE damage reduction. Only life stealing ignores all damage reduction.
1. Will the carapace always get back or is there a limit after which is stays down?
2. Would skills like Shield of Judgement or Signet of judgement acutally do some dmg back?
In my today's build Gwen was using her original interrupt build, but she had no success at all in interrupting Cyndr. So I wonder if I should use interrupts at all or simply go for the touch party with a lot of healing?
After the carapace is down and him taking damage he will always burrow-->pop up at a different location with restored carapce---> regen health really fast unless you take the carapace down again fast it will get really frustrating with hench/heroes.
I dont think any kind of damage affects him ,even holy damage while the carapce is intact. Think of it as stone flesh aura with REALLY HUGE damage reduction. Only life stealing ignores all damage reduction.
Pandora's box
Shield of judgment returns dmg: [skill]Shield of Judgment[/skill]
Would that work?
I'll try some builds tomorrow, thanks for the responds and Happy Newyear!
Would that work?
I'll try some builds tomorrow, thanks for the responds and Happy Newyear!
Longasc
All these touch ranger builds are over the top and unnecessary.
Take your usual build and have a vampiric weapon and a blood necro with some lifesteals, done.
Take your usual build and have a vampiric weapon and a blood necro with some lifesteals, done.
Pandora's box
Quote:
Originally Posted by Longasc
All these touch ranger builds are over the top and unnecessary.
Take your usual build and have a vampiric weapon and a blood necro with some lifesteals, done. Nope, did not work. Had a party with 2 blood heroes and a blood henchman, 2 interrupt rangers, a mesmer and a healer. I myself am a smiter monk. Using Protective bond allows me to bring down the carapice frequently but the problem is all the time: My party can't even reach Cyndr, he's too far away. The best result was bringing his health 1/4 down before the entire party was killed.
I got the feeling one has to be extremely lucky with the spot where Cyndr spawns. Buffing this guy because of the runners was not a good idea! It would have been much better to nerf its droprate instead. Now causual players like me suffer the consequence and get stuck. Spent over 5 hours now on this, without succes and that should not be so in an extention where everything else can be done withing 1 or 2 hours.
Take your usual build and have a vampiric weapon and a blood necro with some lifesteals, done. Nope, did not work. Had a party with 2 blood heroes and a blood henchman, 2 interrupt rangers, a mesmer and a healer. I myself am a smiter monk. Using Protective bond allows me to bring down the carapice frequently but the problem is all the time: My party can't even reach Cyndr, he's too far away. The best result was bringing his health 1/4 down before the entire party was killed.
I got the feeling one has to be extremely lucky with the spot where Cyndr spawns. Buffing this guy because of the runners was not a good idea! It would have been much better to nerf its droprate instead. Now causual players like me suffer the consequence and get stuck. Spent over 5 hours now on this, without succes and that should not be so in an extention where everything else can be done withing 1 or 2 hours.
Mark Nevermiss
Quote:
Originally Posted by Pandora's box
Nope, did not work. Had a party with 2 blood heroes and a blood henchman, 2 interrupt rangers, a mesmer and a healer. I myself am a smiter monk. Using Protective bond allows me to bring down the carapice frequently but the problem is all the time: My party can't even reach Cyndr, he's too far away. The best result was bringing his health 1/4 down before the entire party was killed.
I got the feeling one has to be extremely lucky with the spot where Cyndr spawns. Buffing this guy because of the runners was not a good idea! It would have been much better to nerf its droprate instead. Now causual players like me suffer the consequence and get stuck. Spent over 5 hours now on this, without succes and that should not be so in an extention where everything else can be done withing 1 or 2 hours. The idea when you bring blood life-stealing necros/touch rangers wahtever is NOT to use kegs on the carapace. Also try to flag the touchers close enough to Cyndr to be functional, while the rest of your party stands as far as possible but within range to be able to heal/prot the life stealing folks.
Also once Cyndr is defeated another boss would spawn in its place: Magmus, which was the target of the runners. And what anet did was simply nerf the kegs so that they could not be spam dropped, but within a delay to prevent using them to kill the boss fast and easy by players with run skills on their bars.
I got the feeling one has to be extremely lucky with the spot where Cyndr spawns. Buffing this guy because of the runners was not a good idea! It would have been much better to nerf its droprate instead. Now causual players like me suffer the consequence and get stuck. Spent over 5 hours now on this, without succes and that should not be so in an extention where everything else can be done withing 1 or 2 hours. The idea when you bring blood life-stealing necros/touch rangers wahtever is NOT to use kegs on the carapace. Also try to flag the touchers close enough to Cyndr to be functional, while the rest of your party stands as far as possible but within range to be able to heal/prot the life stealing folks.
Also once Cyndr is defeated another boss would spawn in its place: Magmus, which was the target of the runners. And what anet did was simply nerf the kegs so that they could not be spam dropped, but within a delay to prevent using them to kill the boss fast and easy by players with run skills on their bars.
Dark Interception
Quote:
Originally Posted by Pandora's box
Nope, did not work. Had a party with 2 blood heroes and a blood henchman, 2 interrupt rangers, a mesmer and a healer. I myself am a smiter monk.
Im getting the feeling you're running subpar builds .. do you even have a prot monk and is your monk 100% healing? Dont want to be another gloater but I never had problems there didnt even bring any life steal but my builds were optimized so im getting the feeling your bars arent efficient enough.
tmr819
Quote:
Originally Posted by Longasc
All these touch ranger builds are over the top and unnecessary.
Take your usual build and have a vampiric weapon and a blood necro with some lifesteals, done. I disagree. Nothing is "over the top" if you're having difficulty with a mission and just want to get it completed. There are a number of ways to get through this mission with an h/h team, but the touch ranger approach is the quickest and most effective one I've come across.
Take your usual build and have a vampiric weapon and a blood necro with some lifesteals, done. I disagree. Nothing is "over the top" if you're having difficulty with a mission and just want to get it completed. There are a number of ways to get through this mission with an h/h team, but the touch ranger approach is the quickest and most effective one I've come across.
Pandora's box
Quote:
Originally Posted by Dark Interception
Im getting the feeling you're running subpar builds .. do you even have a prot monk and is your monk 100% healing? Dont want to be another gloater but I never had problems there didnt even bring any life steal but my builds were optimized so im getting the feeling your bars arent efficient enough.
I don't know what subpar builds are.
There are several problems:
-I don't have Factions, so I can't use Vampiric bite. This leaves me with Vampiric touch as the only life stealing touch skill. Damage done that way is too low, and the touching necro's die too soon.
-All my necro builds are focused on Death magic. I don't have any blood magic equipment and gathering such for only 1 mission is not something I would want to do.
-Bringing the carapice down and than kill Cyndr is no good option for me: I simply keep fumbling too much when I run around - I need to target myself for healing after dropping a Keg, and than it takes too long to find the dwarf again, turn around, quite often in lag making a full circle so I get disoriented - thats a mess.
-Same for setting up a healing sequence around Cyndr: What? There is only 1 healer hench available and the whole bunch of henchies always sticks together. I tried to give my heroes monk healing skills as secondary but still they cannot even heal themselves properly when standing alone.
-My monk is a smiter/protector - he can have quite some damage but I'm not used to healing builds and targetting allies.
So until now:
1. Bringing down the carapace - I fumble too much when it gets tense; no option.
2. Life stealing: No vampiric gear and with only 1 vampiric skill dmg is too low, even with 3 necro builds; touchers keep dying.
3 Healing: Not enough healers available for a healing sequence - they have problems enough in keeping themselves alive. Same for protection.
For the moment I'm clueless how to proceed.
There are several problems:
-I don't have Factions, so I can't use Vampiric bite. This leaves me with Vampiric touch as the only life stealing touch skill. Damage done that way is too low, and the touching necro's die too soon.
-All my necro builds are focused on Death magic. I don't have any blood magic equipment and gathering such for only 1 mission is not something I would want to do.
-Bringing the carapice down and than kill Cyndr is no good option for me: I simply keep fumbling too much when I run around - I need to target myself for healing after dropping a Keg, and than it takes too long to find the dwarf again, turn around, quite often in lag making a full circle so I get disoriented - thats a mess.
-Same for setting up a healing sequence around Cyndr: What? There is only 1 healer hench available and the whole bunch of henchies always sticks together. I tried to give my heroes monk healing skills as secondary but still they cannot even heal themselves properly when standing alone.
-My monk is a smiter/protector - he can have quite some damage but I'm not used to healing builds and targetting allies.
So until now:
1. Bringing down the carapace - I fumble too much when it gets tense; no option.
2. Life stealing: No vampiric gear and with only 1 vampiric skill dmg is too low, even with 3 necro builds; touchers keep dying.
3 Healing: Not enough healers available for a healing sequence - they have problems enough in keeping themselves alive. Same for protection.
For the moment I'm clueless how to proceed.
{IceFire}
Get a 2nd or 3rd person, honestly, it makes the quest ridiculously easy since you can take his carapace down way faster...