Getting to Gadd's Encampment=ridiculous

fireflyry

fireflyry

Jungle Guide

Join Date: Jan 2007

New Zealand

A/D

Quote:
Originally Posted by Tender Wolf
And I don't want to hear that I have the wrong heroes, bad builds, etc. Why?

At it's core that is the basic issue.

It's hardly rocket science.

I've done it with both PuG's and hero/hench with the the right skills for the job.It's like asking why we breath but you can't mention oxygen.

Lest121

Lest121

Wilds Pathfinder

Join Date: Apr 2007

Army of Darkness

A/Mo

My first character was easy, my second I just shadow form and ran the Dungeon.

Um Yeah

Frost Gate Guardian

Join Date: Aug 2006

Illusions of Grandeur [Illu]

W/

When I went through with my monk, the eles caught me off guard, so my H&H took a few deaths. I'm not sure why dom mesmers are complaining about the monk enemies with bad bars and even worse AI and ele enemies with bsurge. It's not like they won't cast through diversion.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

Shards of Orr is tough, but it was kinda neat to encounter a dungeon like that on the way to Gadd's.
It took some build rearranging to get through. I wish there were many more areas in PVE that required changing builds.
It's a shame that there are so many areas in the game where people can get by using the same builds they used somewhere else. I think it's why some people have 100s of skill points.

Melody Cross

Melody Cross

Krytan Explorer

Join Date: Dec 2006

Alliance of Anguish [aOa]

Mo/

You may not want to hear it, but if you post about the difficulty of an area others have H/Hed without difficulty, you will be told your builds were probably bad.

Holy Damage is win against undead. MoR/Diversion is win against spam builds.

Judge's Insight+Barrage=win in Shards of Orr, and I probably ran Gwen as a PBlock mesmer, since its one of my favorite hero builds to run. Take a Talkora or Ogden; they are both better at smiting than Dunkoro. Third slot reserve for an MM if you have agro issues. Use it to your advantage and let a jaggid bones bomber+the JI Barrage destroy everything down there.

PS: mesmers do have a running skill. Illusin of haste is-->not very good.

GGs

Darkpower Alchemist

Darkpower Alchemist

Jungle Guide

Join Date: Jan 2006

NYC

The Circle Of Nine[NINE]

E/N

I just passed through Shards of Orr with my warrior. What I did was bring a smite on my axe warrior, made my hero monk use this build;

[skill]Reversal of Damage[/skill][wiki]Smiter's Boon[/wiki][skill]Restore Condition[/skill][skill]Aegis[/skill][skill]Smite Hex[/skill][wiki]Smite Condition[/wiki][wiki]Castigation Signet[/wiki][skill]Protective Spirit[/skill]

Tried to figure how to incorporate Zealot's fire, but decided against it since the monsters would scatter. This build, with the 2 hench monks did rather well. I also took Melonni and Kahmu as Mel Dervs. That pretty much made the dungeon a breeze. Their's a necro that uses Verata's Aura, so I dropped Olias for the 2nd derv.

Ogden kept me clean enough to do alot of extra damage, though, the dervs and cynn did the greater majority, with Ogden's smiting for solid extras.

A11Eur0

Furnace Stoker

Join Date: Apr 2005

W/

B/P splinter + judge's insight X2 FTW. Just both fire at the same time on the same bunched group...melt like butter.

AuraofMana

Wilds Pathfinder

Join Date: Jun 2005

Georgia, US

Quote:
And I don't want to hear that I have the wrong heroes, bad builds, etc. Well, it's not the dungeon's difficulty, it's still you :/
It's full of undeads, so obviously you bring Smiters, Avatar of Balth Dervish, Barrager with Judge's Insight, etc. These pretty much rape the dungeon.
Hell, even with a regular team build with hench and heroes, the dungeon was easy as long as you focus fire and aggro a single group at a time.

segnisletum

Academy Page

Join Date: Mar 2007

N/

I hate it when they make the game challenging, too. Having to think, use a little tactics. Pain in the butt. Thats why I run around Old Ascalon on normal mode with my 20, I pwn everything.

Guildie and I cleared it all with no deaths, but you aren't after help but rather sympathy.

shadows of hob

Krytan Explorer

Join Date: Mar 2007

Rocky (Dragon)Mountains

Mo/Me

Guys, you can easily clear about every dungeon with Meteor shower+SH.....

For the undead in the shards of orr: Cast Meteor shower on a monk, use YMLAD on that target, cast SH and watch them falling. It helps if your hero's are using SH, too.

X Cytherea X

Wilds Pathfinder

Join Date: Feb 2006

A/Mo

lol i remember this place. party kept getting wiped by the last 2 mobs that were blocking the exit. all were at 60 dp (impossible to beat them now in a fair fight) and spawned at the nearby res shrine. i thought ah screw this and flagged all my heroes and henchies right in the middle of the mobs. i ran for the exit as they leeroyed and died. took a few hits that almost killed me but i made it, lol.

fenix

fenix

Major-General Awesome

Join Date: Aug 2005

Aussie Trolling Crew HQ - Event Organiser and IRC Tiger

Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#

W/

Yeah, it basically comes down to the fact that you did it wrong. I wish that people would simply change their builds to beat what they are facing, rather than posting up these big whine threads about how hard things are. I did it with 4 henchmen and 3 heroes, and only once did I die (double or triple aggro). You are bad, that's all it is. Change your build and you will be good.

Antheus

Forge Runner

Join Date: Jan 2006

Quote:
however i have just done the dungeon quest, had difficult first time through changed build and got through it a hell of a lot easier.

this was with 2 people 7 heroes Of course if was easier. You had 9 characters in your party. Others have to do it with 8.

freekedoutfish

Furnace Stoker

Join Date: Jun 2006

E/

1) The rank 5 requirment is very easily met by doing all quests and dungeons and very little bounty hunting as you explore.

2) You found the quest in shards of orr hard?

You do realise its not actually the dungeon quest you have to do get to Gadds encampment! The only quest you need is the one which basically says get from one end to the other! Just make sure you dont activate the main dungeon quest and it should be a walk in the park!

Im only an ele and I honestly didnt find getting there hard at all! But you sound like your having a nightmare!

Are you using AoE on your heroes? Take 3 monks like I do!

Turbobusa

Forge Runner

Join Date: Jan 2006

By the Luxon Scavenger

The Mentalists [THPK]

N/

bring a smite hero with judge's insight/signets if you're melee and add sight beyond sight. Stacking condition duration reduction runes/spells won't work, they just spam blind.

If you're a caster, bring knockdowns for the monks, or shutdown, and nuke them.

I rushed to there with my war, had no problems with that kind of build.

Kiram

Kiram

Ascalonian Squire

Join Date: Feb 2006

Ariminvm

Angeli dell'Apocalisse [ADA]

Mo/Me

My little experience... you can try with 3 smiter monks, like this:

[skill]Ray Of Judgment[/skill]

OwAT44nB3p6b99Z8D4hN5iQ9BA

one click = all dead
Ray of judgment = 110 (x2 undead) = 220 x 3 smiters = 660!

Daenara

Daenara

Bad Romance

Join Date: May 2006

Aussie Trolling Crew HQ - Grand Matron

Mo/

I just 600 spirit bond/smite it with my monk. In fact, I was able to come back later again and smite the whole dungeon (although Fendi wasn't fun to try and take like that ><) I was using 16 divine, so the mobs were dead before spellbreaker wore out.

You could always make Ogden a spirit bond tank ? :O

trielementz

trielementz

Wilds Pathfinder

Join Date: Dec 2005

Spectra Sg [SpcA]

W/Mo

From gaile's talk page:

I have no issue with the rewards. Tanaric has it right -- I just want players to be able to experience all the that game has to offer. I'm not suggesting that this area be "dummied down" or "nerfed," not at all. I'm glad that some players like the area, that's great! But like THK a long time ago, I have to wonder if this area, or the spawns within it, could benefit from another wee look-see. (And I'm fairly sure that there are quests that -- in order to be successful in all quest trees -- do require success in this area, but I could be wrong.) --Gaile 06:17, 19 September 2007 (UTC)


Anyway, I found that taking 'Lost Souls' while on the primary quest increases the number of mobs in the dungeons. It leads to an insane amount of mobs at the choke point near the exit (they also conveniently camp near the rez shrine, not a good thing when your 60% dp party cannot even take down a single enemy before getting killed), which makes it really hard for a H/H team to run through.

The part about changing builds is true. However, GW was never really about using specific builds to complete a mission/ quest. Sure you can do it easier with smiters in your team, but it shouldn't be that necessary. Just my thoughts I guess, *shrug*.

In the end I went with a PUG and one fellow managed to run thru.

The Little Viking

Krytan Explorer

Join Date: Mar 2006

innergalactic gargleblasters

W/Mo

im not sure how it happened, but i got to gadds encampment by going thru the battledepths and just fallowed my arrow.(was a freak acident really) I didnt even try through shards of orr. Granted it was a bit longer, but from all i have read, much easier.

Edge Martinez

Edge Martinez

Jungle Guide

Join Date: May 2005

NC

DKL

Quote:
Originally Posted by Tender Wolf
And I don't want to hear that I have the wrong heroes, bad builds, etc. I've tried this several times with different builds and just now got through it, but at 60dp. Won't say it, but I'll offer some thoughts.

You're a Domination Mesmer? Just sick your hero warrior on the priest or the cleric, you hex up the other one and then hex up the one the warrior is attacking.

Take Zenmai or Anton, hex the hell out of one healer, manually control your assassin to attack the other one. They die quick.

A Ritualist hero spammer like Razah or Xandra makes life so much easier.

The chained guys don't move. You're a Domination mesmer. Think about how you and an ele hero can own them.

The effective combinations are endless.

Kyle952

Kyle952

Ascalonian Squire

Join Date: Apr 2007

R/E

lol i ran through it with just endure pain

Twisties

Academy Page

Join Date: Jul 2006

Mars ... aka Country Victoria

Guardians of the Azure Sky

R/Mo

Only way I got thru with my Ranger was to run the last bit ... only just made it. Was last person in my group alive, and we were all at -60.

wilebill

wilebill

Desert Nomad

Join Date: Dec 2005

Mt Vernon, Ohio

Band of the Hawk

W/Mo

I did not have Masters Quest active when I went through. Few tips.

1. Even if you are a caster, Mesmer, Priest, Ele; you should have a longbow for pulling. Any longbow you run across will do. It doesn't have to do damage. You don't need a Ranger secondary. No points in Marksmanship. Just a simple longbow. You can find no-attribute required longbows in starting areas, but any old longbow from a drop will work.

2. The fixed location groups usually have two healers. Need to split those up. Flag your party 1.5 aggro bubble diameters away, maybe a tad more. Pull with your longbow. As soon as the arrow releases, run back; don't wait for it to hit. Usually you will get maybe three wizards to come. Kill those. Go get some more. A priest may come with the second group of three or four. One less healer. When you have whittled down the group, go finish off the rest. You will get faster at this as you go along. They all dead, none of your party down. Next group, please!

3. The mobile groups include three melee guys usually. Go around those if you can. If you cannot, make sure you have a long way to run. Flag the party, pull with longbow, on the way back press R for autorun, unflag the party and keep running a long way back. If all party members are set to guard or avoid combat, they will all follow you. The melee will be in the lead. At the moment the whole group turns back, hit them with a slowdown, or ping them with an arrow again. Kill the melee, go get the rest.

YunSooJin

YunSooJin

Pyromaniac

Join Date: Aug 2005

Mo/W

Why is this even being discussed?

The area is laughably easy. Don't bring crappy heroes or crappy skillbars, and you'll be fine.

Learn to pull around a corner or along a wall.

Learn to ball enemies up.

Ball, nuke (splinter, ele aoe, what the hell does the most damage) and then move on..what precisely is the problem here?

trobinson97

trobinson97

Wilds Pathfinder

Join Date: Mar 2006

Guildless :(

R/

Quote:
Originally Posted by YunSooJin
Why is this even being discussed?

The area is laughably easy. Don't bring crappy heroes or crappy skillbars, and you'll be fine.

Learn to pull around a corner or along a wall.

Learn to ball enemies up.

Ball, nuke (splinter, ele aoe, what the hell does the most damage) and then move on..what precisely is the problem here? So, you have a problem with people helping other people and thought you come in and thumb your nose at them? Grats on finding it laughably easy, you're awesome. No really, you are. You are the greatest and people really admire you for that.

Antheus

Forge Runner

Join Date: Jan 2006

Quote:
Originally Posted by YunSooJin
Why is this even being discussed?

The area is laughably easy. Don't bring crappy heroes or crappy skillbars, and you'll be fine.

Learn to pull around a corner or along a wall.

Learn to ball enemies up.

Ball, nuke (splinter, ele aoe, what the hell does the most damage) and then move on..what precisely is the problem here? The only problem is that nothing you mention is true with regard to this particular zone.

Burst Cancel

Burst Cancel

Desert Nomad

Join Date: Dec 2006

Domain of Broken Game Mechanics

Actually, I think the problem is people making sweeping statements about difficulty that are entirely without merit. There's a significant difference between saying, "I can't do this" vs. "This is ridiculous, it should be fixed", especially when many other people aren't having any problems. Clearly, the problem in these cases is the player, not the game.

Also, I think the OP went the wrong way.

Klimax

Pre-Searing Cadet

Join Date: May 2005

I agree that the area is a quite hard, but I don't think it should be changed. I just did it for the first time, and died maybe about 10 times during the whole run, just when I wanted to quit I managed to come up ith a solution for it.

I think it's good that ArenaNet makes somie missions incredibely hard, it keeps the player thinking and actually presents a challenge.

I struggled with this mission, but it's definetaly not too hard, I liked playing it.