Shards of no m-orr
DeXyre
Did it with hero/hench (just 2 SF eles, mm, illusion hench, earth hench, 2 monks) and me on dervish... took 2 and a half though, getting through the dungeon carefully...
And getting a req 12 generic gold earth magic staff was a bit disappointing. (the boss was hell and the res shrine was a bit far :s)
And getting a req 12 generic gold earth magic staff was a bit disappointing. (the boss was hell and the res shrine was a bit far :s)
Winterclaw
Okay, there's a few good tips in here and if I ever have to do this dungeon again (like with another character), I'll try them out.
Still I think it's a bit long to do and the reward for the time invested isn't enough. I could probably get 4-5 Sep runs done in the time it took to do one SoR.
Still I think it's a bit long to do and the reward for the time invested isn't enough. I could probably get 4-5 Sep runs done in the time it took to do one SoR.
MelechRic
Quote:
Originally Posted by draxynnic
Which is anyone who's done the Finding Gadd primary quest, since you need to go through the first level of Shards to get to his encampment.
You can get to Gadd via Battledepths -> Sparkfly Swamp which is how I accidentally did it.
rezabm
I tried this dungeon few times and of course after failing miserably for the first time I put something like this
http://gw.gamewikis.org/wiki/Signet_of_Judgment
http://gw.gamewikis.org/wiki/Castigation_Signet
http://gw.gamewikis.org/wiki/Bane_Signet
http://gw.gamewikis.org/wiki/Smite_Condition
http://gw.gamewikis.org/wiki/Smite_Hex
http://gw.gamewikis.org/wiki/Gift_of_Health
http://gw.gamewikis.org/wiki/Zealot%27s_Fire
http://gw.gamewikis.org/wiki/Resurrection_Chant
on my three monk heroes (12+1+1 smiting, DF and healing half and half), took another 2 monk henches and 2 ele henches and put Light of Deldrimor and Pain Inverter on my skill bar and we were cleaning up all the levels. I don't remember one single party wipe, not even at the boss. Good luck.
http://gw.gamewikis.org/wiki/Signet_of_Judgment
http://gw.gamewikis.org/wiki/Castigation_Signet
http://gw.gamewikis.org/wiki/Bane_Signet
http://gw.gamewikis.org/wiki/Smite_Condition
http://gw.gamewikis.org/wiki/Smite_Hex
http://gw.gamewikis.org/wiki/Gift_of_Health
http://gw.gamewikis.org/wiki/Zealot%27s_Fire
http://gw.gamewikis.org/wiki/Resurrection_Chant
on my three monk heroes (12+1+1 smiting, DF and healing half and half), took another 2 monk henches and 2 ele henches and put Light of Deldrimor and Pain Inverter on my skill bar and we were cleaning up all the levels. I don't remember one single party wipe, not even at the boss. Good luck.
Orinn
I did this dungeon with H/H. Made it through to the final boss with 10% morale boost. Killed the boss, and the entire party was spiked down instantly by corrupted crewmemmbers. Seriously under 10 seconds.
Now at 5% DP, I went back at him. Killed the boss easily, started in on the soul form, and got slaughtered by the spirit spammers.
Keep going. All the way to 60% DP for the entire party. 45 minutes after getting to the final boss, I gave up in disgust.
I was running a dervish, set for sand shards after my first run in the dungeon wound up being a blind-fest. Ogden was a smite monk, Margrid as splinter barrage, and Vekk runnign earth support/damage (wards and eruption- it works well against the enchanteds) both henchie monks, Herta, and I believe Cynn. The dungeon, the enemies, all the way through, were easily beaten with methodical pulling.
After the first 2 wipes, I started pulling all the rangers away from the end boss, one or 2 at a time, and killing them all. That seemed to work better, but as soon as the boss went down, the spirits and cahnneling spike came in, and the party just fell apart. Can anyone tell me where I went wrong?
I seriously at one point took a 350 damage hit from the boss, I think from desecrate enchantments. At 30% DP, that's instant death. He has serious enchantment removal so even pre-prot isn't quite effective (FoC and Chilblains,) and the corrupted crewmembers seem to get their spirits up extremely quickly. I would love to know what I did wrong on a run that was going perfectly until the last boss simply slaughtered the team over and over.
Now at 5% DP, I went back at him. Killed the boss easily, started in on the soul form, and got slaughtered by the spirit spammers.
Keep going. All the way to 60% DP for the entire party. 45 minutes after getting to the final boss, I gave up in disgust.
I was running a dervish, set for sand shards after my first run in the dungeon wound up being a blind-fest. Ogden was a smite monk, Margrid as splinter barrage, and Vekk runnign earth support/damage (wards and eruption- it works well against the enchanteds) both henchie monks, Herta, and I believe Cynn. The dungeon, the enemies, all the way through, were easily beaten with methodical pulling.
After the first 2 wipes, I started pulling all the rangers away from the end boss, one or 2 at a time, and killing them all. That seemed to work better, but as soon as the boss went down, the spirits and cahnneling spike came in, and the party just fell apart. Can anyone tell me where I went wrong?
I seriously at one point took a 350 damage hit from the boss, I think from desecrate enchantments. At 30% DP, that's instant death. He has serious enchantment removal so even pre-prot isn't quite effective (FoC and Chilblains,) and the corrupted crewmembers seem to get their spirits up extremely quickly. I would love to know what I did wrong on a run that was going perfectly until the last boss simply slaughtered the team over and over.
Ensign
Shards of Orr is a bit of an unconventional dungeon. Most of its difficulty is in the build design.
If you go in there with the same build that you use for the rest of the game, it's not at all unlikely that you'll have some problems. The dungeon is designed to be very hostile to certain popular playstyles.
On the other hand, if you go through the trouble of tailoring a build to the dungeon, you can tear through it without much trouble. Large packs of smiting Monks, in particular, tear through the dungeon.
It's essentially a broken dungeon in that regard, since they have to calibrate the rewards for people who tailor their build to powerfarm the place, which makes it terribly unrewarding for everyone else. It's essentially a do-once-and-never-again dungeon unless you have the right characters for it and want to tailor your heroes.
If you go in there with the same build that you use for the rest of the game, it's not at all unlikely that you'll have some problems. The dungeon is designed to be very hostile to certain popular playstyles.
On the other hand, if you go through the trouble of tailoring a build to the dungeon, you can tear through it without much trouble. Large packs of smiting Monks, in particular, tear through the dungeon.
It's essentially a broken dungeon in that regard, since they have to calibrate the rewards for people who tailor their build to powerfarm the place, which makes it terribly unrewarding for everyone else. It's essentially a do-once-and-never-again dungeon unless you have the right characters for it and want to tailor your heroes.
cthulhu reborn
As with most of it just use specific anti-undead builds in this case or some standard cookie cutter builds like a couple of SF ele's. Its all about knowing one or two tricks and it all miraculously becomes easy.
darktyco
Quote:
Originally Posted by Ensign
It's essentially a do-once-and-never-again dungeon unless you have the right characters for it and want to tailor your heroes.
Why use heroes if you are just going to put one build on them and never change it? Tailoring your own build (and your heroes builds if you are doing H+H) is the key to success in this game. Saying a PvE encounter is broken because it easiest for those who tailor their builds is wrong.
~ Dan ~
Quote:
Originally Posted by SotiCoto
If there are no mobs near it, what's the problem? Stop - watch squirty poison - walk through when it's done - don't go back. I found that some could even be walked around.
And so you know, i'm a melee char, and although i was limited greatly by all the gay blind, using the H+H setup suggested on the shards of orr wiki page, i got through it fine. If i went back there again, i'd be taking recovery, blind reduction rune, RC monk (which i think i had anyway) and the new eotn monk skill which is a condition version of holy veil (make them maintain it on you, that's a hell of alot of blind reduction )
DeXyre
Quote:
Originally Posted by darktyco
Why use heroes if you are just going to put one build on them and never change it? Tailoring your own build (and your heroes builds if you are doing H+H) is the key to success in this game. Saying a PvE encounter is broken because it easiest for those who tailor their builds is wrong.
Most of the time the same attribute, because having keep all kinds of different runes and equipement for heroes to get the best setup is a bit hard to do... (as in lack of storage for all that stuff usually)
Anyhow this dungeon can be done with a pretty standard setup with SF eles and MM, just by being careful... this does however take a bit longer of course...
(yes maybe MM doesn't work THAT good in shards of orr... but mine still kinda worked for me...)
Anyhow this dungeon can be done with a pretty standard setup with SF eles and MM, just by being careful... this does however take a bit longer of course...
(yes maybe MM doesn't work THAT good in shards of orr... but mine still kinda worked for me...)
More Outrage
Oh dear! This is starting to look like the other threads on this dungeon. Lots of this is so easy how are u having so much trouble, thankfully the pvp mob haven`t invaded it (hope I didn`t invite them, if I did f`off).
OK, it`s fairly easy getting to the so called necro boss but having built a team to get there he is a complete and utter "£%ss!"£$^", well it`s not just him and that`s the real problem. Anyone got a real solution they`re willing to explain?
I hate this dungeon.. cost me 20k in buffs and still couldn`t beat the necro boss and his entourage). Not attempting this again till I see a team build that can really handle it, I can`t stand running all the way back there with 60dp (after a couple of powerstones) and picking off the stupid rangers when I could be doing Frostmaw easier.
OK, it`s fairly easy getting to the so called necro boss but having built a team to get there he is a complete and utter "£%ss!"£$^", well it`s not just him and that`s the real problem. Anyone got a real solution they`re willing to explain?
I hate this dungeon.. cost me 20k in buffs and still couldn`t beat the necro boss and his entourage). Not attempting this again till I see a team build that can really handle it, I can`t stand running all the way back there with 60dp (after a couple of powerstones) and picking off the stupid rangers when I could be doing Frostmaw easier.
Ensign
Quote:
Originally Posted by darktyco
Why use heroes if you are just going to put one build on them and never change it? Tailoring your own build (and your heroes builds if you are doing H+H) is the key to success in this game. Saying a PvE encounter is broken because it easiest for those who tailor their builds is wrong.
I think it's an awful lot to re-rune all of my Monk heroes to smiters every time I want to do that dungeon to make it a joke. There's a bit of a difference between tailoring your bars to the dungeon and doing full reworks of your heroes equipment just for one dungeon.
darktyco
Quote:
Originally Posted by Ensign
I think it's an awful lot to re-rune all of my Monk heroes to smiters every time I want to do that dungeon to make it a joke. There's a bit of a difference between tailoring your bars to the dungeon and doing full reworks of your heroes equipment just for one dungeon.
Well I don't have any runes on any of my heroes. Most of them are still using the crappy items they came with too. So tweaking builds is all I have
Winterclaw
I was just thinking about one productive suggestion to improve SoR in general (like for people just passing through). Limit the monsters on the first floor to the things you see in the zone you have to cross to get there and put your undead on the second and third floors mostly.
Would that be an agreeable solution for people who aren't trying to finish the dungeon?
Would that be an agreeable solution for people who aren't trying to finish the dungeon?
blue.rellik
Quote:
Originally Posted by dan-the-noob
If there are no mobs near it, what's the problem? Stop - watch squirty poison - walk through when it's done - don't go back. I found that some could even be walked around.
And so you know, i'm a melee char, and although i was limited greatly by all the gay blind, using the H+H setup suggested on the shards of orr wiki page, i got through it fine. If i went back there again, i'd be taking recovery, blind reduction rune, RC monk (which i think i had anyway) and the new eotn monk skill which is a condition version of holy veil (make them maintain it on you, that's a hell of alot of blind reduction ) Exactly, the traps a lot of the time end up working for me with clever pulling. Once I aggroed two mobs and they pwned themselves dancing around in a ice jet
Painbringer
Sab's build post gave me the hero I was missing (Thank You)
OAhiYwh8gtJeSzJ3wccWVTuA
I just completed this in 1 and a half hours. Never before I have I done this. Added cynn and devona and the monks plus 2 smiter heros. Me a necro SS with Deep freeze as snare. The end boss still killed me a couple times but I finally completed it
OAhiYwh8gtJeSzJ3wccWVTuA
I just completed this in 1 and a half hours. Never before I have I done this. Added cynn and devona and the monks plus 2 smiter heros. Me a necro SS with Deep freeze as snare. The end boss still killed me a couple times but I finally completed it
Vl Vl D
Why change it just because a few people cant change builds and try again.Why not ask for easy mode instead and that way it wont effect us all.
Xx_Sorin_xX
3 smiter heros > this dungeon.
i did it in like an hr w/ 3 smite monks, the 2 idiots, cynn, and herta (i think).
and space your flagging out at dungeon boss. i don't remember why it helped, except that it did help.
i did it in like an hr w/ 3 smite monks, the 2 idiots, cynn, and herta (i think).
and space your flagging out at dungeon boss. i don't remember why it helped, except that it did help.
nunix
A note re: Finding Gadd: go in without Lost Souls active. Several of the large spawns (including one near the Encampment exit) are missing, makes going through that first level so you can get on with Asuran stuff way easier. It's quite possible to run it this way; either dodge and use your NPCs as bait, or have enough human players that SOMEONE gets through to the exit.
strcpy
Quote:
Originally Posted by SotiCoto
Quote:
Originally Posted by darktyco
Why use heroes if you are just going to put one build on them and never change it? Tailoring your own build (and your heroes builds if you are doing H+H) is the key to success in this game. Saying a PvE encounter is broken because it easiest for those who tailor their builds is wrong.
The problem is runes and weapons - I simply do not have the storage to maintain what is needed for the builds. The hero's from GWEN have helped in that I now have enough to expand a little, however I still can't realistically have one of each of many professions (there being four attributes to spread between and three hench), not to mention the number of team builds that need multiple of one attribute line. For example, trying to keep a ranger where they can be a B/P, trapper, and touch ranger - lots and lots of variation, nor are rangers unique in that.
As for the dungeon - also remember that each primary class will play quite a bit different with hench/hero. My Dervish has no real issue with it, however my Necro had a heck of a time simply because all the others died quickly. VERY similar team build, one had few deaths (dervish) the other party wiped quite a few times (necro). I've found that to be true of most of the game, each character is enough different that the hard spots require different builds (including hench/hero load-outs). Unless someone posts a build that you are irrelevant (and some places have such builds) then one persons advice may be totally correct from their point of view and a miserable failure from another. Heck, I have found places where switching on hero for another goes from party wipe in seconds to a trivial win, let alone larger changes. Ysabeth Noirelune
It's not that difficult to hero hench. I have done it easy with my mesmer, three smithing monks heroes, Lina, Menhlo, Herta and Cynn so the blinding fest just made me yawn. Carefull pulling and ta-da : 10 percent morale boost before the boss.
darktyco
Quote:
Originally Posted by strcpy
The problem is runes and weapons - I simply do not have the storage to maintain what is needed for the builds. The hero's from GWEN have helped in that I now have enough to expand a little, however I still can't realistically have one of each of many professions (there being four attributes to spread between and three hench), not to mention the number of team builds that need multiple of one attribute line. For example, trying to keep a ranger where they can be a B/P, trapper, and touch ranger - lots and lots of variation, nor are rangers unique in that.
Again, let me state for the record- none of heroes have any runes, and most of them are still using whatever crap weapon they came with. All that stuff is optional!
More Outrage
Still no boss killing build then?
I can breeze my way to him but he and his f`ing spirit spamming minnions then wipes my party, damn well NERF the git. I don`t mind having to kill him over and over again even with a dp but his morphing minnions are doing my bloody head in. As for flagging, maybe, but I think you were lucky, my heroes seem to like kiting outside of the wards or running into the jets of fire and standing there wanding the enemy. (A better emote would be me headbutting a wall.) Nevin
With my team (some guildies and me) we had to resort to me using splinter barrage farming tactics. We had JI on our hero monk, so we had him enchant me with that. Then I would splinter myself, use a 33% faster speed stance and splinter snipe the groups that didn't patrol and stayed tight. We did the dungeon rather easily once we figured out I could do that. About 3 barrages killed a whole group (aside from maybe the priest or a wizard)
pOmrAkkUn
I did this dungeon with hero+hench easy.
2 Dual Attune Fire Ele + MM + Eve + Talon + Mhenlo + Lina darktyco
Quote:
Originally Posted by More Outrage
Still no boss killing build then?
I can breeze my way to him but he and his f`ing spirit spamming minnions then wipes my party, damn well NERF the git. I don`t mind having to kill him over and over again even with a dp but his morphing minnions are doing my bloody head in. As for flagging, maybe, but I think you were lucky, my heroes seem to like kiting outside of the wards or running into the jets of fire and standing there wanding the enemy. (A better emote would be me headbutting a wall.) Yeah, the boss encounter is completely hero unfriendly. They will stand in the jets of flame and not move. They cluster up and get rocked by the boss' AoE. Bah! When I beat the boss I just needed Zho for BHA and I did fine, but that was before the update that gave all the minions their weapons. JeniM
Did it with guildies last night and got 2x Q12 golds and a Q10 gold ALL worthless skins
yesitsrob
Rather than bitch about a PVE dungeons, check what skills the enemies run here, and spec against them. It's pretty simple to do. They won't change their builds when you bring an absolute direct counter to them
Aryn Rand
Run 2 ranger with pets and balth aura, works a charm.
Smurf Minions
What i did is 3 smiters/prot with ray of judgment, the groups all ball, so if you click em on the heroes, then walk closer and call you target, you spike them dead without even touching them
JeniM
I tanked and it was easy enough until last boss but the drops are really lame for the difficulty
Winterclaw
Here's something close to a warrior build for SoR that I used fighting to gadds, one or two skills are different but it should work. It's energy friendly, can be used with any warrior weapon, and takes blindness into account.
Attribute points: 10 +1 +1 in your weapon skill 10 +1 in tactics 11 in smiting Symbolic Strike "Watch Yourself" Banish Castigation Signet Bane Signet Signet of Judgement Signet of Healing Resurrection Signet The 5 signets give SyS a good amount of damage when you aren't blind and banish and the 3 smiting signets will tear through undead. Bryant Again
Quote:
Originally Posted by Winterclaw
Here's something close to a warrior build for SoR that I used fighting to gadds, one or two skills are different but it should work. It's energy friendly, can be used with any warrior weapon, and takes blindness into account.
Attribute points: 10 +1 +1 in your weapon skill 10 +1 in tactics 11 in smiting Symbolic Strike "Watch Yourself" Banish Castigation Signet Bane Signet Signet of Judgement Signet of Healing Resurrection Signet The 5 signets give SyS a good amount of damage when you aren't blind and banish and the 3 smiting signets will tear through undead. An actual paladin build! I'm gonna try this when I get home. The Little Viking
I did the dungeon 1 time. Will NOT bother with it again. I was just real happy to find i had my dungeon book on me. (I have forgotten it in the past on other dungeons). If the item from the end chest was a bit better I may concider trying again...but as it is now...So not worth it.
PureEvilYak
Yeah. I did it, but I wouldn't do it again unless it's reward was a little better. Funnily enough, my team breezed through the boss, but were owned by the route to him . It was fun in its own little way, but something of that calibre deserves a little better reward.
More Outrage
My point exactly in the last two posts, this dungeon is a waste of time and effort.
What are the devs thinking? But then I realise, thats it GW:EN was obviously designed by the people not working on GW2. Doesn`t take too many brain cells to realise there will be many mistakes and really bad balances but I wish someone would put it all right. Just glad I never tried too hard to get a stupid blindfold, now thats someone I feel real sorry for. For gods sake NERF this dungeon. Halmyr
I also did it with H&H....took me about an 1h-1h30
I was a warrior,I simply brough that norn Ursin skill. I had for hero 1 Restoration Rit 1 Channeling Rit 1 Smthing monk. For henchie I brough Mhenlo, Lina, Herta and Cynn. It went by real well, I only whipe at the boss, had a few death on the way. The bigget thing I find that help if....*shudders*.....tanking. Simply body blocking with the help of the wall to bunch up the enemies makes for much better nuking. bpphantom
Quote:
Originally Posted by draxynnic
Which is anyone who's done the Finding Gadd primary quest, since you need to go through the first level of Shards to get to his encampment.
AH! Just the first level! Excellent!
I do believe my Running Dervish of Melandru should do fine then this time. Hrm... maybe finally a reason to use Bal... Maybe. Thanks The Little Viking
i remember the first time thru orr....swore I would never go back, and didnt for about 6 weeks. then it dawned on me...smite. (duuuuu.....major stupid attach).
after that it went real well. But i agree, an added item from chest would make it more worth while. I really dont think it gets a lot of action due to the end chest alone. Zapper901
I've never actually done this dungeon, but I thought why not just have everyone bring Death's Charge + Light of Deldrimor? I would think that would kill everything pretty quick. Sorry if this has been said before, didn't have time to read the whole thread.
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