Slavers' Exile Questions

Phantom Gun

Phantom Gun

Frost Gate Guardian

Join Date: Aug 2006

Minion Bombing in Elona

The Drunken Dragons [DRNK]

Rt/N

Hello all,

Well I beat the game today so I thought I would try for that voltaic spear I want in Slavers' Exile. I managed to hero and hench most of the game pretty good but that didn't go over so well when I tried out this elite dungeon. It seemed like I was doing good at first, then I ran into a mob that managed to take us down, then they rezzed each other.

After that I thought, hey i'll just look for a group. Wow looking for a group as a Rt/P must be the hardest part of the GW:EN. So I have a few questions and if anybody would be kind enough to answer at least one of them I would appreciate it.

1. Is there no use for a rt/p in Slavers' Exile? If there is what would you suggest?

2. Are these elite areas hero and henchable?

3. What is a SH ele?

4. I know what SV and SS are, but what is SOS? Most of the groups wanted both as in a SV/SOS Necro.

Anyway that's it I think. I only asked about the other professions because I might end up having to get my ele, or me/n to that point so I can try to get the spear with a character other groups will accept. Yes I want it that bad. However it would be nice if I could just stick to my favorite character, and do it that way.

Thank you ahead of time for any advice, or answers. Also I know some of the questions are kind of newb, but I don't really keep up with the abbreviations to well these days.

EDIT: Oh and sorry if there is a thread about this somewhere, I searched for one but all I got was WTS ads.

Arcane_Penguin

Arcane_Penguin

Frost Gate Guardian

Join Date: Jun 2007

Land Downunder

The Shadowheart Vanguard

R/Mo

I spent 5 hours trying to get a group, just give up unless your an Ob tank, SS/SV or a monk :/

TheGuildWarsPenguin

TheGuildWarsPenguin

Wilds Pathfinder

Join Date: Aug 2005

Los Angeles, California

Picnic Pioneers

E/

1.No idea.
2.Yes, but they are hard.
3.SH=Savannah Heat(elite fire spell)
4.SOS=Signet of Sorrows

chowmein69

Forge Runner

Join Date: Jan 2007

Quote:
Originally Posted by Phantom Gun







3. What is a SH ele?
SH is Savahnahs Heat Ele

Beldan

Ascalonian Squire

Join Date: Jan 2006

W/E

1. Swap to Rit/r and take splinter weapon barrage and a FS these are all nice in the dungeons

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Quote:
Originally Posted by Phantom Gun
1. Is there no use for a rt/p in Slavers' Exile? If there is what would you suggest?
I beat all of slaver's exile with my rit, including taking a second rit to kill Duncan.

For the first 3 bosses, I pooped out defensive spirits while warrior and ele guildies killed everything.

For forgewright, I used a painful bond/summon spirits build to spike out single targets then run away like a sissy. This took a little longer, but it was h&h, so meh.

For Duncan, we had a pair of channeling rits that were pretty much just big bags of toys - Splinter weapon on one of us, CoP spike, spirit rift, pain inverter, some defensive spirits, etc., all powered by offering of spirit. Things died really, really really fast. Significantly faster than with SF.

Quote: Originally Posted by Phantom Gun 2. Are these elite areas hero and henchable? Yes, with great patience. You can't speed through it.

Quote: Originally Posted by Phantom Gun

3. What is a SH ele? AKA triple heat ele. An ele with savannah heat, searing heat, and tenai's heat, usually with a snare to hold everything in the AoE.

Quote:
Originally Posted by Phantom Gun
4. I know what SV and SS are, but what is SOS? Most of the groups wanted both as in a SV/SOS Necro. Signet of sorrow. Duncan has a ton of spirits around him, and a nifty wall between you and him. You can park a necro behind the wall and spam signet of sorrow and spoil victor on him for just about the cheapest kill in the game.

Lord Natural

Lord Natural

Wilds Pathfinder

Join Date: Jul 2005

Canada

Black Crescent [BC]

W/

I believe they are henchable, but you need to really be careful with agro. Constantly fall back on agro, so you don't accidently get 2 groups coming at you. It's much easier if you have frozen soil. Lay it down a little behind where you intend to fight, so it doesn't get taken out. I managed to do salvetarm's room with H&H and had few problems. Salvetarm has a huge group with him, but if you play with agro long enough you'll get the group in a decent position to fight. I tried Justiciar's room after and got worked a few groups in. I'll have to adjust my build for that one I suppose.

On a side note, it's a pretty pathetic "elite" mission. From clearing Salvetarm's room, I got a bunch of white/blue's and a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing req 12 soul reaping wand from the chest. So I essentially got nothing, for an hours work. Note that in the same amount of time, you can easily farm 10-20k in other, non-elite, areas of the game. It's a shame this game rewards mindless grind farming more than painstakingly clearing a difficult area.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by Lord Natural
a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing req 12 soul reaping wand from the chest. lol, beats my req 13 soul reaping focus. Health +43 (while in a stance) ftw?

I finally got around to H/Hing Justicular Thomis and Rand Stormweaver yesterday. Seems to be successful with Hero/Hench you need to pull groups quite far to avoid accidentally aggroing other groups behind, or a patrol.

Mineria

Mineria

Krytan Explorer

Join Date: Apr 2007

Denmark

Dragonslayers Of The [Mist]

W/Mo

Quote:
Originally Posted by Lord Natural
I believe they are henchable Yes they are.
Far pulls, lots of flagging and keeping an eye on what skill sets the monsters got makes it possible.
Note that I don't even use any 1337 builds.

This is on second try.


And this one on first try, got some DP there

yishin

Frost Gate Guardian

Join Date: Jun 2007

Isle of Meditation

N/

Quote:
Originally Posted by Mineria
Note that I don't even use any 1337 builds.
One of the good things in this elite area when compared to DOA (elite area in Nightfall. Also in Slavers exile we can take henchies. I love this cause I enjoy playing with h/h. I have been around since factions where I used to get into PUG groups and literally wasted loads of available "play" time cause of the time it took making a team, and people leaving with no reason at all, oh I can only remember the "horrors" of PUGS.
There are very helpful skills though such as Frozen soil (otherwise those summit mobs keep rezzing each other), and skills such as spoil victor or degen for the last boss Duncan. If you play h/h then I suggest taking a nec with SV. Frozen soil you can give to you or another hero (a secondary ranger is more than enough just give enough attrib points to give you a leeway in recharge time, hope that makes sense).
Another skill I take is swap, which can be very helpful in relocating the supportive spirits of Duncan, specially his recuperation spirit.
But you can use just about any build there.
I found the first boss Justiciar the easiest and fastest to kill (with h/h about 20-30 mins sometimes even faster). If you can kill him with a build you love to play with the rest of the dungeon is very doable.

Quote:
Originally Posted by Phantom Gun
that voltaic spear I want in Slavers' Exile This dungeon is being hit by "farmers" I believe the price of that spear will go down to a price even I would want to pay for (I also love that skin) I am even thinking of acquiring a couple of the other Hierophant greenies.

okashii

okashii

Krytan Explorer

Join Date: Aug 2007

E/

Quote:
Originally Posted by Dr Strangelove
AKA triple heat ele. An ele with savannah heat, searing heat, and tenai's heat, usually with a snare to hold everything in the AoE. Actually that's a quadriple heat ele : arcane echo, savannah heat, searing heat, tenai's heat...

Antheus

Forge Runner

Join Date: Jan 2006

Quote:
Originally Posted by Arcane_Penguin
I spent 5 hours trying to get a group, just give up unless your an Ob tank, SS/SV or a monk :/ PUGs still miss all the "easy button" classes like paragon... No tanks required.

But whatever.

Phantom Gun

Phantom Gun

Frost Gate Guardian

Join Date: Aug 2006

Minion Bombing in Elona

The Drunken Dragons [DRNK]

Rt/N

Thanks for the help everyone. I finaly managed to get into a group last night and we managed to knock out Forgewight's level. I went as restoration and also took breath of the great dwarf to help with the burning. I died once but when we got the chest i had 10% morale boost. Shame my reward was a channeling rod. Anyway i'll try out some of the suggestions on the next 3 areas.

Firebaall

Firebaall

Krytan Explorer

Join Date: Sep 2006

GJ on Forgewight...

Did that one last night. IMO, that's the only tough one.

Chthon

Grotto Attendant

Join Date: Apr 2007

Yes they are henchable. Though Forgewight's branch is difficult because of all the huge AoE damage that the henchies like to stand in and killing duncan himself can be very hard with a hench team.

As for the emerging cookie cutter build, i goes something like this:

1. necro with Spoil Victor and Signet or Sorrow.
2. necro with standard Spiteful Spirit curses bar and Signet of Sorrow.
3-4. 2 monks, both with prot spirit. Usually one Healer's Boon healer and one Light of Deliverance healer, but not necessarily.
5. a warrior using a stoneflesh tank build or an ursan tank build. Paragon tanks also work, though few people will believe you...
6-7. usually 2 savanah heat/searing heat/tenai's heat eles. (Sometimes you'll see one ele swapped for a splinter/barrage ranger. IMO, this works better, or at least it has for me.)
8. A ferry to run the team to the dungeon.
Someone has to bring Frozen Soil.

Execution rather simple:Back up as soon as you load to avoid a nasty aggro with 2 groups. If someone loads too slow, run to the left and as far away from the rez shrine as you can so you get a clear start when you rez. Once you've avoided the patrol, kill the group of dwarves on the right, then continue that way, hugging the left wall all the way. For dwarves: Lay Frozen Soil to keep the dwarves dead. Tank gathers aggro. SS, ele, (and maybe ranger) kill them with massive AoE. For undead: It's better if the tank takes aggro since they have more life to steal, but you can just sloppy free-for-all your way through them. When you reach Duncan, you need to sweep for undead pop-ups (1) where the left wall meets his platform (1 group on ground level and one group on his level), 1 group right at the stairs, (3) one group to the immediate right of him and a little behind. You don't want these guys popping up mid fight.
  • Send the tank to die right on top of DUncan to proc SoS. Necros stand by the stairs in the corner nearest him on ground floor (to avoid spirits) and wheedle his life away with SV, SS and SoS. Each monk keeps is responsible for keeping prot spirit on one of the necros (to prevent insta-kill from the channeling spells) and healing them as needed. (Everyone besides the necros, including the monks, are on the ground floor, out of DUncan's range, and using the ledge as cover from the spirits. (As an alternative to just hiding from the spirits, they can be moved using the Assassin skill Swap.)
  • darktyco

    Lion's Arch Merchant

    Join Date: Nov 2006

    I did the first two bosses with a real group last night on my necro, and want to try to H+H the area for fun. My question is, do I need to bring a tank hero that I can flag up to gather aggro? Or do you recommend pulling individual monsters back and forth and picking them off one by one? The latter seems doable, but painfully slow and annoying.

    Cebe

    Cebe

    The 5th Celestial Boss

    Join Date: Jul 2006

    Inverness, Scotland

    The Cult of Scaro [WHO]

    E/

    Quote:
    Originally Posted by darktyco
    I did the first two bosses with a real group last night on my necro, and want to try to H+H the area for fun. My question is, do I need to bring a tank hero that I can flag up to gather aggro? Or do you recommend pulling individual monsters back and forth and picking them off one by one? The latter seems doable, but painfully slow and annoying. The latter *is* painfully slow and annoying, but it's the way I preferred to do it with hench and seems to result in less deaths. Keep killing them off one by one in no particular order, until they've used all their damn res signets, then begin killing off the ones with a hard res first. I did the Justicular and Rand with this method. A great way I found to kill the Justicular was to pull him to the door, one step back, and hes get bored and run off (as would the rest of the stone summit)...one step into the room and he kept coming back. I had him Yo-Yoing in and out of the room whilst I kept him blind and his armor nice and cracked while the hench whacked him.

    I have Forgewright left before I can see Dunc. Not looking forward to Forgrwright, may have to find a real group.

    Chthon

    Grotto Attendant

    Join Date: Apr 2007

    Quote:
    Originally Posted by darktyco
    I did the first two bosses with a real group last night on my necro, and want to try to H+H the area for fun. My question is, do I need to bring a tank hero that I can flag up to gather aggro? Or do you recommend pulling individual monsters back and forth and picking them off one by one? The latter seems doable, but painfully slow and annoying.
    What worked best for me was:Do a test pull to determine their "turnaround point" (the point where the mob stops chasing and turns around). Sometimes I'd just guess, but, in the end, wrong guesses cost me more time and hero DP I think... Flag the tank on the turnaround point, using a corner or all if there was one there to use. Flag the rest beyond the turnaround point, around a corner or along a wall if there was one, within spell range. Pull with a longbow, tell the hero with frozen soil to drop it, and run past the tank. If all goes well you get an easy-to-AoE cluster around the tank and a few indecisive casters who are neither attacking nor retreating who you can finish off easily.

    Of course, this all goes out the window with forgewight...

    wolfwing

    Wilds Pathfinder

    Join Date: May 2005

    I had no trouble geting to Duncan, using my traditional dual fire mages I can get to Duncan with little to no DP, now KILLING him is tough, but I got through all the areas fine, only one that was really tough was the elemental section as all the AOE's can kill you fast if you don't shut them down.

    SuperDave

    SuperDave

    Frost Gate Guardian

    Join Date: Nov 2006

    South Africa

    Forever Knights

    Mo/

    Don't give up hope man, I'd stick to playing my fav character. My buddy and I do Slaver's quite often, and we're not biased as to what prof we take with us (as long as they don't completely suck). The only thing we do make sure we take along is Frozen Soil. It makes doing Slaver's a little easier. Old School PUGging FTW. The last thing we want to do is create the same kind of atmosphere found in DoA. LF HB/SB/Bonder, Obi tank etc... Slaver's isn't really hard to do, and you can get creative with the kind of build / professions you take with.

    undeadgun

    undeadgun

    Forge Runner

    Join Date: Nov 2006

    US

    Its Rainning Fame Hallelujah[伞回伞], also as guild leader

    N/

    Angorodon's Gaze+Mentra of Recovery+Signet of Agony maybe is an additional choice for N/Me or Me/N. i assume Duncan's Defense wont trigger on life stealing?

    darktyco

    Lion's Arch Merchant

    Join Date: Nov 2006

    Quote:
    Originally Posted by Chthon
    What worked best for me was:Do a test pull to determine their "turnaround point" (the point where the mob stops chasing and turns around). Sometimes I'd just guess, but, in the end, wrong guesses cost me more time and hero DP I think... Flag the tank on the turnaround point, using a corner or all if there was one there to use. Flag the rest beyond the turnaround point, around a corner or along a wall if there was one, within spell range. Pull with a longbow, tell the hero with frozen soil to drop it, and run past the tank. If all goes well you get an easy-to-AoE cluster around the tank and a few indecisive casters who are neither attacking nor retreating who you can finish off easily.

    Of course, this all goes out the window with forgewight... This sounds worth a shot for the times when I can't get a group quickly enough, thanks.

    Would be fun to try a D/W hero with Vow of Silence here.