Slavers' Exile and Duncan the Black [MERGED]

Shayna Moon

Pre-Searing Cadet

Join Date: Aug 2007

E/Me

Discussion, Builds and Tips for Slavers' Exile Elite Dungeon and Duncan the Black


What is Slavers' Exile?

Slavers' Exile is the only elite dungeon in Guild Wars Eye of the North. It consists of a neutral starting area where you can acquire the The Last Hierophant quest and craft Destroyer Weapons.

The four sub-dungeons located in this area are: Justiciar Thommis (Dungeon) Selvetarm (Dungeon) Forgewight (Dungeon)
  • Duncan the Black (Dungeon) - Final All must be completed to meet the objectives of the quest, The Last Hierophant; however, since your progress through the entire dungeon is tracked in the quest, all sub-dungeons need not be completed at the same time.

    The bosses for the first three dungeons must be defeated before the gate leading to Duncan the Black will open.


    What is the Pre-requisite for entering Slavers' Exile?

    You must have completed Eye of the North first, otherwise the entrance to Slavers' Exile will be closed.




    ************************************************** **********

    Ok my two friends and I have blown right through the other dungeon parts of Slavers Exile with little difficulty, now we are completely stuck on Duncan the Black. I don't mean the boss... we haven't even been up against him yet! Our party of Elementalist, Dervish and Warrior (along with heroes) are litterally reaching -60 dp within the very first or second group of monsters. So, I'd like to know how you guys (and girls) are conquering this. Any tips would be greatly appreciated.
  • dargon

    Furnace Stoker

    Join Date: May 2005

    The Seraphim Knights [TSK]

    R/

    3 words

    Very careful pulling

    Zabe

    Wilds Pathfinder

    Join Date: Oct 2006

    In world with nothing to do except poker

    W/Rt

    Stay back in the start, let the dwarfs pass you. Then you can pull the one dwarf group just right to you, and then it should be a cakewalk. Watchout for the SP touchers ofcourse

    pakhavit

    pakhavit

    Krytan Explorer

    Join Date: Apr 2007

    Florida

    Thai Alliance

    R/Mo

    Soil down and kill them all if you aggro.

    Jaceb

    Frost Gate Guardian

    Join Date: Aug 2005

    P/

    Quote:
    Originally Posted by Zabe
    Stay back in the start, let the dwarfs pass you. Then you can pull the one dwarf group just right to you, and then it should be a cakewalk. Watchout for the SP touchers ofcourse The patrol (="first group") will gank you if you cant beat that group in time, then you're totally /owned . Start with the patrol instead, work down from casters to Cleaver (ressers). You can safely pull the first group when they're coming back.

    Watch out for fighting too near the other dwarfs or their priest will start healing the injured too and... then %%&# hits the fan, hard. After these two groups your only worry is the touchers as said :P. Send one person only ahead to wake them up.

    edit: why risk it with the other group that is almost stationary .

    Sentinel

    Academy Page

    Join Date: May 2005

    Somerset, NJ

    aB

    What Zabe said. I do it with a H/H team and it's critical to let that first group run along and get the second one that's coming slower behind them. Frozen helps to keep them down and speed up the run. If you take too long with that group the first group will come back and then the wipe is certain.

    After that I flag the "team" behind me and scout ahead, not too far mind you, for the pop ups. You don't want to pop up more than 6 touchers as it will make things harder. Also, I prefer not to fight touchers and dwarfs together..
    With theses things in mind it should be a cakewalk all the way to Duncan.

    Sent.-

    Jecht Scye

    Jecht Scye

    Wilds Pathfinder

    Join Date: Dec 2005

    Lucky Crickets[Luck]

    N/Me

    Had an SV, a warder(Melee, Stability, Elements, Sandstorm), and two rits with spirit spamming skills. Have someone pull groups into the spirits, and beware of the Restless in there. SV typically works well against them. Target the Defenders first, followed by priests, summoners, warders, ect.

    Antheus

    Forge Runner

    Join Date: Jan 2006

    The only difficult thing are touchers (tanks/armor are useless there).

    I hope that after completing the other parts and other summit dungeons, you'd know how to handle rezzing mobs.

    Chthon

    Grotto Attendant

    Join Date: Apr 2007

    1. Back up the moment you load. For cruelty's sake they made 2 patrols pass over the spot where you load.

    2. Once one patrol moves on to the left, set your soil and send the tank to the one on the right. Kill it and continue to the right before the other patrol returns.

    3. You have to get past the "doorway" down the hill to the right to be safe from the patrol. That means killing (or standing amidst) at least 1 set of ghosts.

    If you've got a slow loader and draw an aggro right off the bat, you will die. You can fight, and maybe kill a dwarf or two, but there's so many you're just going to die. Once things start to go south, yor survivors need to run left and forward to lead the mobs away from the rez shrines. If you don't get them clear of the shrines, you're going to head straight to 60% DP in a hurry.

    Voltar

    Voltar

    Krytan Explorer

    Join Date: May 2006

    My dog let's me crash at her place.

    POB

    R/

    me and a friend did it with heroes by pulling (if you don't have a ranger-mentality, frozen soil may not occur to you either...it does help with the Stone Summit rez-fest). After you start and get some room, wait for the SS to get to their far reaches of their patrol and spawn the little N/A bastards. clear them first and then pull the SS. The funny thing is that Anet actually planned for some use of [wiki]"Can't Touch This!"[/wiki] with [wiki]Ulcerous Lungs[/wiki]. Does Anet still take that skill seriously (though I will admit to using it on Koss in the Wilds in HM)?

    That's pretty much what we did for all the yard trash up to Duncan. When we got to him, we had my Gwen and Olias camp the little corner by the stairs and spam SV, Empathy and Backfire (and that corner's going to get nerfed soon making Duncan rediculous...still only 2500 faction for the dungeon book? 'F' the dungeon book)

    Crom The Pale

    Crom The Pale

    Furnace Stoker

    Join Date: Nov 2006

    Ageis Ascending

    W/

    Lots of good advise here, I'll add that bringing some consumables, and knowing when to use them is a good idea too.

    Also make sure you have Spitefull Spirit or Empathy+Backfire as they are among the few skills that actually will hurt Duncan. Most all others just kill your party members.

    darktyco

    Lion's Arch Merchant

    Join Date: Nov 2006

    Quote:
    Originally Posted by Voltar
    (and that corner's going to get nerfed soon making Duncan rediculous...still only 2500 faction for the dungeon book? 'F' the dungeon book) Yeah, I am also wondering when they are going to "nerf the corner". It sounds funny to put it like that, but I doubt it will remain the way it is for much longer.

    Chthon

    Grotto Attendant

    Join Date: Apr 2007

    On nerfing the corner:

    1. The corner is so incredibly obvious that, IMO, it had to be intentionally designed that way.
    2. Even if it's not, given the amount of effort that a-net seems to be dedicating to GWEN, I wouldn't expect to see a nerf anytime soon.
    3. If it gets nerfed, so what? The spirits can still be killed/swapped and a few extra wand hits aren't really going to matter to the prot-ed necro(s) doing the killing.

    MyZtiCaLC

    Pre-Searing Cadet

    Join Date: Sep 2007

    Draconian Overlords

    R/W

    I'm stumped on slavers exile... its not so bad until you get to the dungeon for DUNCAN.... then WHAM finishing slavers exile seems as tho GW:en has handed us the impossible!!! Even after bringing 2 necro (1 SS and 1 SV), Mesmer (Empathy + Backfire and the ranger skill Frozen Soil), 2 monks both healing altho one carrying Protective Spirit, Jora and 2 real players. I'd love to see what kind of "Party and complete Builds" have actually worked here. None of the builds I have tried with my Derv and my friends Glyph of Renewal Fire Nuker have done enough damage to the Summits. Which we all know what happens next... our party is doomed because we now have more summits to deal with in addition to the last 2 or 3 left over from the first group that we weren't able to kill in time. This means death is imminent...

    plasmasword

    Frost Gate Guardian

    Join Date: Sep 2005

    i think ur forgetting obsidian flesh tank...Jora wont cut it there.

    zha dum sin

    Academy Page

    Join Date: Feb 2006

    DVDF

    N/

    Ok, the last dungeon where Duncan waits for you is like the easiest one of them all.
    I used to duo run them with a friend, using 6 heros ofc, under 25 min :s.

    So I have no idea why you are complaining that part is so hard.

    =HT=Ingram

    =HT=Ingram

    Forge Runner

    Join Date: Feb 2005

    Anchorage Alaska

    Haz Team [HT]

    R/W

    Try going with a full player party of 8... trust me it makes a difference... I am not saying that makes it easy. No way. but it really does make for more options IMHO. especially with everyone getting PvE only skills to aid in the adventure. Pain Inverter FTW.

    I do have to agree though the last part of the quest is the easiest. so ... IDK what to tell you. Just keep tweaking those builds and find one that works for ya.

    Melkorium

    Frost Gate Guardian

    Join Date: Jul 2006

    I did the whole thing with H/H last night. There's hard bits, but I found it ok overall. About right for NM in an Elite Dungeon.

    Cebe

    Cebe

    The 5th Celestial Boss

    Join Date: Jul 2006

    Inverness, Scotland

    The Cult of Scaro [WHO]

    E/

    There is another post about completing Duncan' Dungeon just here.

    General concensus seems to be "Careful Pulling = Win".

    Cowboy Nastyman

    Cowboy Nastyman

    Lion's Arch Merchant

    Join Date: Oct 2005

    Me/Mo

    i was somewhat disappointed with how easily i was able to roll through it with 6 heroes, cant really say its hard, not with paragons anyway. ran 5 paras a necro and 2 rits

    semantic

    semantic

    Lion's Arch Merchant

    Join Date: Feb 2005

    Quote:
    Originally Posted by Cowboy Nastyman
    i was somewhat disappointed with how easily i was able to roll through it with 6 heroes, cant really say its hard, not with paragons anyway. ran 5 paras a necro and 2 rits ROFL Not even Balthazar could stop that group, assuming it's setup and played well.

    tmakinen

    tmakinen

    Desert Nomad

    Join Date: Nov 2005

    www.mybearfriend.net

    Servants of Fortuna [SoF]

    E/

    Having H/H melee characters in the party poses an additional challenge when pulling. It's usually better to set them on defense and flag away when doing a delicate pull. I'm usually trying to find out just how far away monsters are willing to get pulled, even integral mobs can sometimes get broken when some of them are more persistent than the rest, and in any case when you are fighting at the edge of the 'comfortable zone' for the particular mob, they use most of the time running back and forth instead of mauling you

    RazorEdge

    RazorEdge

    Lion's Arch Merchant

    Join Date: Dec 2005

    Norway

    Soul of Destruction

    W/

    It's just careful pulling. Done right, it's the easiest of all the boss dungeons. And tanks are not a requierment either. Did it with guildie, he a monk, me a mesmer, and 6 heroes. No warriors, no minion masters.

    In the start, let the first group pass. Then kill the 2nd. Should be easy enough. Frozen soil to speed things up. Then just sweep for Restless dead, take a group at the time. Duncan himself is a pushover.

    Longasc

    Longasc

    Forge Runner

    Join Date: May 2005

    Did it with a party of 3 players and heroes first. Later even with 2 human players only.

    So please, be a bit careful with "near impossible" statements, it reminds me too much of the lamentations about Shards of Orr...

    Hints:

    1.) Frozen Soil. But take in mind, it is a double-edged sword

    2.) Neutralize enemy melees with Wards, Reckless Haste and let your hero rangers throw dirt if you have any. Careful, they often try to waste it on spirits!

    3.) Go for PRIEST/DEFENDER, then for WARDERS, then for SUMMONERS. I pick the Warders before the Summoners, as their Earth DoT AoEs require me to flag the heroes manually, they often take great damage in them.

    4.) Skills/Classes you should bring: a.) SS Necro with Mark of Pain, Enfeebling Blood and Reckless Haste shines in this dungeon. MoP works especially well with Paragons and Rangers. Make sure they do physical damage. TBH, the whole dungeon is a SS Necro's wet dream, they clump together enough to take a lot of damage from the hexes. b.) Splinter/Barrage Rangers, I also prefer to bring a pet with low (6-7) beast mastery. They make great "frag bait", while their Rangers wreck the enemy with Splinter Weapon themselves. c.) Ideally a human channeling ritualist and d.) Blood Necro with Order of Pain, Spoil Victor + Pain Inverter. As you can see having two necros makes me lean towards a more physical and hex damage oriented team. Ideally I would like to have a Dervish doing holy damage to the enemy minions. Hint, Holy Spear works also wonders vs them. Some people recommend to bring corpse exploiting skills so that they can raise less, but it worked without that, too.

    5.) Careful pulling as mentioned. Especially right at the start of the dungeon WAIT till the mobs separate before attacking!

    6.) You can pass some of the groups without having to fight.

    7.) Use the described trick with the necros hiding below the stairs outside of spirit range to kill Duncan.

    Cowboy Nastyman

    Cowboy Nastyman

    Lion's Arch Merchant

    Join Date: Oct 2005

    Me/Mo

    Quote:
    Originally Posted by semantic
    ROFL Not even Balthazar could stop that group, assuming it's setup and played well. he's welcome to try ;D

    Sheriff

    Sheriff

    Jungle Guide

    Join Date: May 2006

    Heroic Order of Tyria

    R/W

    Quote:
    Originally Posted by Cowboy Nastyman
    i was somewhat disappointed with how easily i was able to roll through it with 6 heroes, cant really say its hard, not with paragons anyway. ran 5 paras a necro and 2 rits Interesting setup! Care to share more details? :-)

    lordpwn

    Krytan Explorer

    Join Date: Mar 2007

    R/

    Did the whole Slavers' Exile in one sitting last weekend with some guildmates. I think our team build was something like this:

    W/E - Earth tank
    R/Rt - Splinter Barrager (Me)
    + Mo/Me - Dunkoro, pure healer w/ LoD
    R/Rt - Splinter Barrager
    E/Me - Air Spiker with Invoke Lightning
    N/Me - Spiteful Spirit, Pain Inverter
    + E/Mo - Vekk, Dual Attunement fire nuker
    + Mo/Me - Dunkoro, pure healer w/ LoD (AI plays most Prot or hybrid builds too badly to bother with)

    A bit generic, but we'd used similar teams for a long time so teamwork certainly wasn't a problem. The tank could easily hold the Summit group in place for a few seconds without being in any danger, which was quite enough for the Splinter Barragers and the eles to lay waste to most of them. Once the Summit numbers were too thinned down for Barrage to be effective the Rangers started to focus on interrupting to prevent any survivors from rezzing.

    You could probably replace some of the players with heroes if you don't mind micromanaging their skill use and positioning. Oh, and the AI is absolutely retarded with weapon spells.

    Retribution X

    Retribution X

    Desert Nomad

    Join Date: Nov 2005

    Check behind you again.

    N/

    Quote:
    Originally Posted by lordpwn
    You could probably replace some of the players with heroes if you don't mind micromanaging their skill use and positioning. Oh, and the AI is absolutely retarded with weapon spells. Quoted for truth.

    They seem to do ok with Weapon of Remedy though

    darktyco

    Lion's Arch Merchant

    Join Date: Nov 2006

    Quote:
    Originally Posted by Chthon
    On nerfing the corner:

    1. The corner is so incredibly obvious that, IMO, it had to be intentionally designed that way.
    2. Even if it's not, given the amount of effort that a-net seems to be dedicating to GWEN, I wouldn't expect to see a nerf anytime soon.
    3. If it gets nerfed, so what? The spirits can still be killed/swapped and a few extra wand hits aren't really going to matter to the prot-ed necro(s) doing the killing. 2. Sad but true. There have hardly been any bug fixes yet, and there are other things that need attention more than Duncan's corner.

    3. I would like to try taking him out without using the corner, but I highly doubt any pug on the face of the planet would be up for it.

    TabascoSauce

    Wilds Pathfinder

    Join Date: Jan 2007

    Virginia, US

    TFgt

    W/Me

    Quote:
    Originally Posted by Celestial Beaver
    There is another post about completing Duncan' Dungeon just here.

    General concensus seems to be "Careful Pulling = Win". QFT. Plant the flag and pull, and a decent build for heroes. IIRC, I used dual touch necros for armor ignoring damage and a motivation paragon, with the usual Mhenlo/Lina/Zho/Herta.

    YMMV, of course.

    Thanks!
    TabascoSauce

    lizards

    Academy Page

    Join Date: Aug 2006

    It is an Elite after all...

    roflcopter2445

    roflcopter2445

    Academy Page

    Join Date: Jul 2007

    Reston, VA

    Citadel Of Faith [LaZy]

    W/A

    Quote:
    Originally Posted by dargon
    3 words

    Very careful pulling best advice you'll get for it

    Cowboy Nastyman

    Cowboy Nastyman

    Lion's Arch Merchant

    Join Date: Oct 2005

    Me/Mo

    Quote:
    Originally Posted by Sheriff
    Interesting setup! Care to share more details? :-) basically this was myself and a friend both playing our paras each with 3 heroes.

    He was a spear para with theyre on fire save yourselves theres nothing to fear and burning refrain.

    I was an axe para doing most of the tanking, also with save yourselves and theres nothing to fear. burning was maintained on me while i tanked the mob, keeping most foes burning for the entire fight.

    as for the heroes, 2 were motivation based with finale of restoration and chorus of restoration while the other was command based. Between the three of them was a song of restoration and 2 defensive anthems.

    Both rits were resto channeling, with spirit light and mend body along with ancestors rage and splinter weapon, one of which carried frozen soil.

    Finally the necro was on orders, keeping up order of pain and dark fury while fueled by masochism.

    Hope that helps, its a very straightforward setup that bulldozes everything.

    RazorEdge

    RazorEdge

    Lion's Arch Merchant

    Join Date: Dec 2005

    Norway

    Soul of Destruction

    W/

    Trick for the Warders. Cast Pain Inverter on them asap. They should go down with their first AoE spell.

    MBP

    MBP

    Krytan Explorer

    Join Date: Apr 2007

    Arizona

    Clanless Fraggers

    R/Mo

    typical groups i've been in consisted of

    1 OF or Ursan Blessing Tank
    3 Savannah Heat Nukers with meteor shower
    2 Monks each with protective spirit
    2 Necro: 1 SVer with signet of sorrow and 1 SSer with blood ritual and secondary ranger for frozen soil.

    Also be sure to put on your lightbringer title if you have it because it does work vs the stone summit.

    Having a few people take lightbringer's gaze helps as well vs the stone summit.

    Once you reach Duncan have the OF tank go within melee range of him and die in order for the SV necro to constantly spam [skill]signet of sorrow[/skill] on Duncan.
    Also have the monks maintain [skill]protective spirit[/skill] on the SV necro while he takes Duncan out.

    The Nukers can kill Duncan's spirits on the left side of Duncan to help slightly.

    Crom The Pale

    Crom The Pale

    Furnace Stoker

    Join Date: Nov 2006

    Ageis Ascending

    W/

    This is what I ran, and it did work...




    Mind you I did need a Consumable to cure some DP by the end.

    As stated before 8 live people will get this done in about 1/8 the time it took me.

    Trx

    Trx

    Lion's Arch Merchant

    Join Date: Feb 2007

    Netherlands

    E/

    Quote:
    Originally Posted by MBP
    Also be sure to put on your lightbringer title if you have it because it does work vs the stone summit.

    Having a few people take lightbringer's gaze helps as well vs the stone summit. Wow that's interesting, didn't know that.

    And with carefull pulling its not extremely hard, I went in there pretty poorly prepared (no wards/frozen soil) with just 3 heroes and 4 hench and was still able to get to Duncan and kill him. Took forever tho, will definately take frozen soil next time to speed things up.

    Krusnik The Second

    Krusnik The Second

    Ascalonian Squire

    Join Date: Jul 2007

    Tears Of The Ascended [ToA]

    N/Me

    It's really not "Near Impossible"

    Me and friend did it with 6 heroes, I think our builds were...

    2 Humans -

    MM
    SV

    3 Hero eles -

    2 SH
    1 SF

    3 Hero monks -

    ZB Prot
    WoH Heal
    LoD Heal


    We didn't really use anything tricky either, hardest part was simply Duncan, but if you get in the corner past the stairs, but spread out of spirit rift splash, then you should take him down pretty quickly with the SV. Also, keep the monks back so they aren't attacked.

    Phantom Gun

    Phantom Gun

    Frost Gate Guardian

    Join Date: Aug 2006

    Minion Bombing in Elona

    The Drunken Dragons [DRNK]

    Rt/N

    Well for the group I was in I had switched from rt/p to rt/r for splinter barrage, and fs. When we got to duncan, we sent the ele tank, "yes I said ele tank", to die next to duncan. Then we flagged master of whispers on the stairs and he only used SV,SOS while the monks healed him.

    The rest of of just stayed back. It felt kinda cheap, but we did help them get to duncan, so i guess it's ok.

    cliffchai76

    Ascalonian Squire

    Join Date: Aug 2007

    I need some advice too. I have been to slavers' just twice. Both times I was attempting to H/H Justicar Thommis' dungeon. However, there is a huge group of enemies in the central chamber where I have problems breaking up. I tried pulling very carefully but always ended up fighting a group of 15-20 at the same time. The result is inevitably a wipe.

    Can this group actually be separated? Or is it meant to be this way?

    By the way, I have H/H all the other normal dungeons (18 I believe) and never had problems with pulling until now.