Slavers' Exile and Duncan the Black [MERGED]

Charr

Frost Gate Guardian

Join Date: Jun 2007

W/A

I run 1 hero bonder(the one you use in DoA but enchants only me because I'm too lazy to make a BiP hero), 2 SH elem., me as Glyph of Swiftness OF tank, 2 hench monks (Dwayna's Kiss if main heal do to the number of enchantments on me), Herta because of the wards and Aidan.
It takes me about an hour to finish.

Quote:
The evil restless dead touchers have been giving me grief in Duncan's dungeon. Any tips? There are three ways to beat these guys:
1. Interrupt or KD them
2. Use Diversion
3. Out-damage their life stealing

The third way is the simplest beacuse it doesn't require any special build, and to be honest by far the most effective.

Zorgy

Zorgy

Frost Gate Guardian

Join Date: Jun 2007

Paris, France

[any]

W/Me

I just completed it last night with a PUG & we succeeded at first attempt. It took us a little time to get monks.....as usual. But it was fun, I hate waiting, I remembered the times of Prophecy, the good old PUG time....I completed GWEN alone with H/H except for 1 quest.

2 monks + 3 eles + 1 sv necro + 1 r/rt + 1 obsitank me.

We used 2 different mighty dope pills = the cup + the blue dot

One guy knew the place well & was a perfect leader, drawing on mini map. The beginning was a bit chaotic as we ALL died, time to concentrate & get into the real challenge. We used the mighty pills.

1/- You need to concentrate & to take your time.....we all need regen.

2/- You need discipline - as it has already been said - I pull 1 group & tank foes while nukers explode the area...works pretty well. Step by step.

3/- I had a great time doing this dungeon, it was very intense & we were all very very concentrated.

4/- Who said PUG is dead?

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

Quote:
Originally Posted by Charr
[skill]Smite Hex[/skill][skill]Reversal of Damage[/skill][skill]Shield of Judgment[/skill][skill]Blessed Aura[/skill][skill]Holy Wrath[/skill][skill]Retribution[/skill]

People underestimate smiters.
Whenever someone mentions a smiting build most people think of a bad dmg. dealing build with Signet of Judgment as elite, not realising that a smiting monk does not have to abandon the idea of keeping someone alive, but in fact he can keep a lot pressure off your monks, heal, and do dmg. at the same time.
I use this build in most of the dungeons, it's very effective build in any dungeon, and turns to a IMBA build when facing undead. Sorry, but this build is only good if you want all your hero monks to be at ZERO energy. I'd drop a few maintained enchants and put on Blessed Signet. Anything to get a little more energy.

Charr

Frost Gate Guardian

Join Date: Jun 2007

W/A

Not monks, monk I take just one smiter.
The last two skills I take only when I'm going to fight Duncan, and are disabled untill I'm fighting Duncan (If you call his wanding himself to death fighting), those skills are replaced by Res signet and Remove Hex in normal gameplay.

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

Quote:
Originally Posted by Charr
Not monks, monk I take just one smiter.
The last two skills I take only when I'm going to fight Duncan, and are disabled untill I'm fighting Duncan (If you call his wanding himself to death fighting), those skills are replaced by Res signet and Remove Hex in normal gameplay. Ah, that makes much more sense. Thanks for clarifying this.

lishi

Forge Runner

Join Date: Jul 2005

i dont get spoil of victory necros.

I mean the tank if everthing work well will have always 800+ hp how many time it trigger?

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

Quote:
Originally Posted by lishi
i dont get spoil of victory necros.

I mean the tank if everthing work well will have always 800+ hp how many time it trigger? Spoil Victor:

For 5...17 seconds, whenever target foe attacks or casts a Spell on a creature with less Health, that foe loses 25...85 Health.

Besides being useful against bosses (because of their extremely high hp) it's also useful against enemy monks that are trying to heal a teammate. Put it on the monk, cover it with a few other hexes and now the monk takes damage each time he/she heals a target that has lower hp than he/she does. (You can see how this condition is pretty easy to meet.)

However, there are far better Necro elites to take into PvP. This elite just happens to be very useful in PvE.

lishi

Forge Runner

Join Date: Jul 2005

after i beaten ducan one time and got the reward do i need rebeat all the boss to able fight ducan again?

Adonis Tora

Ascalonian Squire

Join Date: Feb 2006

Stand Divided

E/Me

Yes, you must go through and defeat the 4 other bosses to get to Duncan the Black again.

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

Anyone notice changes to Duncan's dungeon after the last update? There are a lot more spirits in and around the stair area. You can't just sit there and spam SV/SoS any longer because you'll be ganked by the spirits.

{IceFire}

{IceFire}

Forge Runner

Join Date: Oct 2005

W/

Yes, just found that today. You have to use swap and move those spirits to the entrance. Then you can spam SV/SoS in the corner. Just a bit tougher...

Daenara

Daenara

Bad Romance

Join Date: May 2006

Aussie Trolling Crew HQ - Grand Matron

Mo/

My husband and I killed Duncan in HM after the update still with the necro spamming SoS. He just brought Unnatural signet and kept on top of the spirits while the heroes did their work. Duncan drops so much quicker now with spoil victor, hooray for hard mode and ias!

MarlinBackna

MarlinBackna

Krytan Explorer

Join Date: May 2007

[TAM]

W/

An interesting build my guild/alliance tried for Slaver's HM (except Duncan) was this:
0-1 Paragon (TntF,SY,usual stuff)
1-2 Monks
1-2 SF Eles
Rest UB people (usually Warriors)
It worked really well. Killed 2 Thommis and Rand in 28 min on NM and ~40 min on HM when I went. We are also thinking about using this in Urgoz, too.
Cheers!

IAmFlip

IAmFlip

Academy Page

Join Date: Nov 2006

BAPE

R/Mo

I have Necro trying to do Slayers Exile and these builds posted dont think will work for necro primary for Thommis/Rand part .. does someone know any other variants that will work?

puffzilla

puffzilla

Frost Gate Guardian

Join Date: Oct 2006

The Black Hand Gang [BHG]

W/

Hum.. It would have been nice to know about swap before I went into hm last night. Oh well thanks.

william1975

william1975

Wilds Pathfinder

Join Date: Aug 2006

Scotland

Dragons of Torment (DOA)

Me/

Quote:
Originally Posted by HiddenDelight
When I got to Duncan, I died next to him and had Whispers spam Signet of Sorrow on him. Worked quite well,
wish I had a hero with protective spirit so I could have kept it up permanently on him but I did not anticipate
this before I was already there, lol.

Duncan was a piece of pie to defeat using this method. The only thing I did not like was how long it took kill him.
Again, this would have gone smoother if Whispers did not die continually due to him not having prot spirit on him
indefinetly. So he reaches 60 DP quite fast but again this is not a problem, just flag em there and go have a snack, lol. Tried this out with same build as you, well i was a mesmer, and cut through to Duncan easily for a change, moved all the spirits miles away and let my mesmer die next to Duncan, I used olias for spamming Signet of sorrow and to my dismay he wouldnt do it, and died all the time as you said he would, however inbetween dying and beign rezzed Duncan healed up to full health each time, so i dont knwo if this has been nerfed but it didnt work for me

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

Quote:
Originally Posted by william1975
Tried this out with same build as you, well i was a mesmer, and cut through to Duncan easily for a change, moved all the spirits miles away and let my mesmer die next to Duncan, I used olias for spamming Signet of sorrow and to my dismay he wouldnt do it, and died all the time as you said he would, however inbetween dying and beign rezzed Duncan healed up to full health each time, so i dont knwo if this has been nerfed but it didnt work for me When I go to Duncan I usually flag my henchmen away from his aggro, but close enough to heal the heroes that I have flagged around him. The heroes are spaced so that Duncan's Rift won't destroy them. All the heroes I bring do ranged damage with either spells, spears or bows so spacing them apart doesn't reduce their damage. I've found that Lina and Mhenlo can keep up with Duncan's damage if it's only applied to a single hero at a time. It takes a long time for the heroes to kill Duncan, but it's doable.

http://img.photobucket.com/albums/v4...eens/gw235.jpg

This is what I run for Selvetarm and Thom/Rand

http://img.photobucket.com/albums/v4...eens/gw233.jpg

However, I have a terrible time with H/H'ing the Forgewight. I've done it many times but I find it very hit or miss. Mobs with 3 or more Flowstones in them just destroy the henchmen. My heroes do a bit better, but it's still a slog. I've used this build fairly successfully, but it's still far from optimal:

http://img.photobucket.com/albums/v4...Forgewight.jpg

Basically, I'm trying for caster shutdown, melee shutdow + corpse control AND decent damage output. I don't think a hero can pull off being an OB tank, but if someone says otherwise I'll give it a try.

Any ideas?

Exa the Pretentious

Ascalonian Squire

Join Date: Nov 2006

R/



Did this about a week ago, so it's safe to say you can H/H Duncan in HM, too. My dp's not so great since my henchmen forgot to heal me through a few double touch spikes :cough: but as you can see from Master's health, everyone else fared considerably better. No consumables. One WoR N/Rt healer, two different mixed curses/SS necros with swap and prot bond split among them, and the henchmen shown... though in retrospect, Herta might not've been the best choice. Feel free to experiment with your own setups, but if you do hero/hench, it might be a good idea to sidestep the bridge and head to the left, since toucher spawns are a lot less resilient than the double defender summit patrol.

As for normal mode, just about anything should do as long as you have decent damage output and don't overaggro. A MM provides more than enough frontline defense, so no real tank is necessary if you choose to H/H. Forge may require a little more precision if you hench it, but I usually run a choking gas/for great justice/save yourselves setup which provides aoe interrupts and party anti-spike for spells that do get through. In general, if you pull properly, healing shouldn't be an issue in normal mode -- it's entirely possible to go through all of Slaver's (including Forge) with just one monk or healer. Mhenlo had that happy task when I accidentally took Devona instead of Lina.

william1975

william1975

Wilds Pathfinder

Join Date: Aug 2006

Scotland

Dragons of Torment (DOA)

Me/

Quote:
Originally Posted by MelechRic
When I go to Duncan I usually flag my henchmen away from his aggro, but close enough to heal the heroes that I have flagged around him. The heroes are spaced so that Duncan's Rift won't destroy them. All the heroes I bring do ranged damage with either spells, spears or bows so spacing them apart doesn't reduce their damage. I've found that Lina and Mhenlo can keep up with Duncan's damage if it's only applied to a single hero at a time. It takes a long time for the heroes to kill Duncan, but it's doable.

Cool i will give that a go and see how it works, i will probably bring consumables at some point to do this but i wont untill i know i have a build that will work for me, being mesmer is sometimes a pain


Quote:
Originally Posted by MelechRic
Basically, I'm trying for caster shutdown, melee shutdow + corpse control AND decent damage output. I don't think a hero can pull off being an OB tank, but if someone says otherwise I'll give it a try.

Any ideas? I brought my typical build for these dungeons, which while it didnt get through with no deaths it did manage to kill everything eventually.

I typically bring Pyre and MAgrid as spearchukers, though use monk secondary with ressurect and one has frozen soil to cope with summit rez. then Master as MM and the twoo hench eles and two hench monks. It can be slow going but usually offers no problems for killing bosses, if speed is required then another better build is deffinetly required.

Hobbs

Hobbs

Desert Nomad

Join Date: May 2006

Organised Spam [OS]

W/

I was running

N/R
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Enfeebling Blood[/skill][skill]Insidious Parasite[/skill][skill]Barbs[/skill][skill]Rip Enchantment[/skill][skill]Signet of Lost Souls[/skill][skill]Frozen Soil[/skill]

Curses: 12+1+1
Soul Reaping: 12+1

N/Rt
[skill]Weapon of Remedy[/skill][skill]Vengeful Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Protective was Kaolai[/skill][skill]Life[/skill][skill]Signet of Lost Souls[/skill][skill]Signet of Sorrow[/skill]

Soul Reaping: 12+1+1
Restoration Magic: 12

N/Mo
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Death Nova[/skill][skill]Blood of the Master[/skill][skill]Protective Spirit[/skill][skill]Aegis[/skill][skill]Signet of Lost Souls[/skill][skill]Signet of Sorrow[/skill]

Death Magic: 12+1+1
Soul Reaping: 9+1
Protection Prayers: 9

and Cynn, Zho, Mhenlo and Lina and myself as a warrior. I had easily got to Duncans chamber and moved all the spirits out of the way with Swap but I just couldn't beat Duncan. I flagged the hench at the bottom of the stairs and tried to spread the heroes around in the area at the top of the stairs. I died on top of Duncan so SoS could work effectively. But this tactic didn't work at all. He massacred the heroes pretty quickly after they'd only taken of about a centimetre of his health then the hench began ressing but since they only ressed one hero at a time that one hero got killed again and again. What am I doing wrong? I have seen screenshots of all the heroes in the corner under the stairs and the hench behind them but didn't try this as I though Spirit Rift would kill all the heroes real quick. Can someone help me? This is NM btw.

william1975

william1975

Wilds Pathfinder

Join Date: Aug 2006

Scotland

Dragons of Torment (DOA)

Me/

Quote:
Originally Posted by Togira Ikonaka
I was running

N/R
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Enfeebling Blood[/skill][skill]Insidious Parasite[/skill][skill]Barbs[/skill][skill]Rip Enchantment[/skill][skill]Signet of Lost Souls[/skill][skill]Frozen Soil[/skill]

Curses: 12+1+1
Soul Reaping: 12+1

N/Rt
[skill]Weapon of Remedy[/skill][skill]Vengeful Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Protective was Kaolai[/skill][skill]Life[/skill][skill]Signet of Lost Souls[/skill][skill]Signet of Sorrow[/skill]

Soul Reaping: 12+1+1
Restoration Magic: 12

N/Mo
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Death Nova[/skill][skill]Blood of the Master[/skill][skill]Protective Spirit[/skill][skill]Aegis[/skill][skill]Signet of Lost Souls[/skill][skill]Signet of Sorrow[/skill]

Death Magic: 12+1+1
Soul Reaping: 9+1
Protection Prayers: 9

and Cynn, Zho, Mhenlo and Lina and myself as a warrior. I had easily got to Duncans chamber and moved all the spirits out of the way with Swap but I just couldn't beat Duncan. I flagged the hench at the bottom of the stairs and tried to spread the heroes around in the area at the top of the stairs. I died on top of Duncan so SoS could work effectively. But this tactic didn't work at all. He massacred the heroes pretty quickly after they'd only taken of about a centimetre of his health then the hench began ressing but since they only ressed one hero at a time that one hero got killed again and again. What am I doing wrong? I have seen screenshots of all the heroes in the corner under the stairs and the hench behind them but didn't try this as I though Spirit Rift would kill all the heroes real quick. Can someone help me? This is NM btw.
Well i just did Duncan yesterday using MelechRic's build on my mesmer. And it went through an absolute dream. even though sometimes it looked scary all i did was take one powerstone for once i had cleared the spirits away from duncan and used it to give me and my h/h 10% morale.

Got to say i think their tactic would work just as well in HM, give it a shot very very successful build and much gratitude to MelechRic for providing it here

I Might Avenge U

I Might Avenge U

Jungle Guide

Join Date: Dec 2005

California

R/

I plan on doing this Dungeon over the weekend, and I was wondering exactly what got from MelechRic's build, I'm not too mesmer savy, so I'm not too sure what to bring along. Also, what other heroes and henchies did you bring?

I planned on using Sab's build (somewhat similar to Togira's build) but if that isn't working well, then there's no point...

Sheriff

Sheriff

Jungle Guide

Join Date: May 2006

Heroic Order of Tyria

R/W

Quote:
Originally Posted by I Might Avenge U
I planned on using Sab's build (somewhat similar to Togira's build) That's exactly Sab's build that Togira was using.

Hobbs

Hobbs

Desert Nomad

Join Date: May 2006

Organised Spam [OS]

W/

Yeah, it is, and i've seen screenshots of it working, so i'm wondering what I did wrong with my tactics and setup of my h/h.

Sheriff

Sheriff

Jungle Guide

Join Date: May 2006

Heroic Order of Tyria

R/W

Quote:
Originally Posted by Togira Ikonaka
Yeah, it is, and i've seen screenshots of it working, so i'm wondering what I did wrong with my tactics and setup of my h/h. IMHO you had too much healing. Lina + Mhenlo + N/Rt restoration is too much focusing on staying alive

Maybe replacing Lina for someone more aggressive like Herta would do the job?

Hobbs

Hobbs

Desert Nomad

Join Date: May 2006

Organised Spam [OS]

W/

Perhaps, but I can't use Herta to kill Duncan right? and that's the only bit I had trouble with, rest of it was a breeze.

EDIT: Just beat him with the same setup as before, this time I just flagged MoW below the stairs, I ran in and died and microed Livia to make sure MoW always had Prot Spirit and it was gg. AS you can see from the screenshot we had a fiar amount of DP as I had forgotten Frozen Soil which made it harder and for some reason my pulling was atrocious.

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

Quote:
Originally Posted by I Might Avenge U
I plan on doing this Dungeon over the weekend, and I was wondering exactly what got from MelechRic's build, I'm not too mesmer savy, so I'm not too sure what to bring along. Also, what other heroes and henchies did you bring?

I planned on using Sab's build (somewhat similar to Togira's build) but if that isn't working well, then there's no point... The touchers aren't that dangerous if you don't take on more that five at a time. You can out heal their damage pretty easily w/ hench monks and one hero with spot heals. If you bring good damage the touchers will drop quickly and lessen your healing burden.

The key to most of these dungeons is reducing the powerful melee and controlling corpses. Master of Whispers is setup in my build to do both. If you bring a MM (which I think is worthless) you'll have corpse control. However, the MM suffers from expensive spells with relatively long cast times. The necro that uses wells can spam some wells (like weariness) and they cast quickly. Well of Darkness is extremely good because it provides 53 seconds of 50% chance to miss. In PVE that's godly and it really helps if you know how to get your H/H to stand in it. Best of all it gets the corpses before the Summit Summoners get to them. It's rare to have more than 2-4 minions running around when Master of Whispers has two wells on the bar. Lastly, Master of Whispers packs good melee hate which you need.

Since you're listed as a ranger primary and will want to have Assassin secondary for Swap you'll probably want to bring a hero with either Shelter or Protective Spirit so you can survive Duncan's Rift and Strike as you move away his spirits. Flagging heroes appart is critical too. I won't claim that my build kills Duncan quickly, but it certainly can kill him.

I Might Avenge U

I Might Avenge U

Jungle Guide

Join Date: Dec 2005

California

R/

Awesome Man, Thanks for the help. I'm preparing to go into Slaver's now. I'm just getting some of the skills I need capped. A well necro looks great. I need to try it.

EDIT:

Okay, I tried it today.. It failed miserbly..

Here's my Setup:

N/R SV-Curses Necro

[skill]Spoil Victor[/skill][skill]Reckless Haste[/skill][skill]Enfeebling Blood[/skill][skill]Insidious Parasite[/skill][skill]Barbs[/skill][skill]Defile Flesh[/skill][skill]Signet of Lost Souls[/skill][skill]Frozen Soil[/skill]

Blood Magic: 15
Curses: 10
Soul Reaping: 10
Wilderness Survival: 1

Weapon: Hourglass Staff

N/Mo Well Necro

[skill]Well of Power[/skill][skill]Well of Darkness[/skill][skill]Well of Blood[/skill][skill]Protective Spirit[/skill][skill]Aegis[/skill][skill]Signet of Lost Souls[/skill][skill]Signet of Sorrow[/skill][skill]Rebirth[/skill]

Blood Magic: 16
Soul Reaping: 10
Protection Prayers: 7

Weapon: Hourglass Staff

N/Rt Healing Necro

[skill]Weapon of Remedy[/skill][skill]Vengeful Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Protective was Kaolai[/skill][skill]Life[/skill][skill]Signet of Lost Souls[/skill][skill]Signet of Sorrow[/skill]

Restoration Magic: 12
Soul Reaping: 16


Weapon: Hourglass Staff

I barely made it past two groups before I found myself with 30% dp.. I do not think that should be happening.. I think it's just my pure Noobie-ness with Slaver's as today was my first time.. So does anyone have something that REALLY needs to be stressed?

I should probably take FS myself, but I'm kinda lazy.. Anyways, is there something I'm doing horribly wrong? I find that Frozen Soil messes me up, and I don't think that should be the case.. Any tips?

natural sugar

Frost Gate Guardian

Join Date: Jan 2007

Quote:
Originally Posted by I Might Avenge U
Awesome Man, Thanks for the help. I'm preparing to go into Slaver's now. I'm just getting some of the skills I need capped. A well necro looks great. I need to try it.

EDIT:

Okay, I tried it today.. It failed miserbly..

Here's my Setup:

N/R SV-Curses Necro

[skill]Spoil Victor[/skill][skill]Reckless Haste[/skill][skill]Enfeebling Blood[/skill][skill]Insidious Parasite[/skill][skill]Barbs[/skill][skill]Defile Flesh[/skill][skill]Signet of Lost Souls[/skill][skill]Frozen Soil[/skill]

Blood Magic: 15
Curses: 10
Soul Reaping: 10
Wilderness Survival: 1

Weapon: Hourglass Staff

N/Mo Well Necro

[skill]Well of Power[/skill][skill]Well of Darkness[/skill][skill]Well of Blood[/skill][skill]Protective Spirit[/skill][skill]Aegis[/skill][skill]Signet of Lost Souls[/skill][skill]Signet of Sorrow[/skill][skill]Rebirth[/skill]

Blood Magic: 16
Soul Reaping: 10
Protection Prayers: 7

Weapon: Hourglass Staff

N/Rt Healing Necro

[skill]Weapon of Remedy[/skill][skill]Vengeful Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Protective was Kaolai[/skill][skill]Life[/skill][skill]Signet of Lost Souls[/skill][skill]Signet of Sorrow[/skill]

Restoration Magic: 12
Soul Reaping: 16


Weapon: Hourglass Staff

I barely made it past two groups before I found myself with 30% dp.. I do not think that should be happening.. I think it's just my pure Noobie-ness with Slaver's as today was my first time.. So does anyone have something that REALLY needs to be stressed?

I should probably take FS myself, but I'm kinda lazy.. Anyways, is there something I'm doing horribly wrong? I find that Frozen Soil messes me up, and I don't think that should be the case.. Any tips? I had to disable FS on my hero and flag him carefully so when I cast it, the spirit would not die immediately. Its a lot easier to just sacrifice the skill on your own slot and you can place it better.

Careful pulls make Justiciar/Selve easy but I'm having trouble with Forge. Getting the key is easy enough, but the groups leading to Forgewight are just ridiculous (especially when they get pulled back to the rez shrine = rez, die, repeat, resign).

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

Quote:
Originally Posted by I Might Avenge U
Okay, I tried it today.. It failed miserbly..

I barely made it past two groups before I found myself with 30% dp.. I do not think that should be happening.. I think it's just my pure Noobie-ness with Slaver's as today was my first time.. So does anyone have something that REALLY needs to be stressed?

I should probably take FS myself, but I'm kinda lazy.. Anyways, is there something I'm doing horribly wrong? I find that Frozen Soil messes me up, and I don't think that should be the case.. Any tips?
Which dungeon did you go into? I can hero/hench all of them fairly easily except Forgewight.

Here's what I just ran through Selvetarm with:

Me as painful spirit spam but as a ranger you can go w/ anything that does loads of damage like Barrage/Splinter.
OACiAyiM9NFtdOVOVNtMNAexAA

Master of Whispers (corpse control/melee hate):
OAVDMjxHP5B7weQmZVnqV1eA

Xandra (Rage/Rift/Warmonger):
OAWjMMhsIPeTH3y8aLNHnH3eAA

Razah (Rage/Rift/Splinter):
OAWjMMhsIPeTH3yEjN5o2H3eAA

Devona, Talon, Lina and Mhenlo.

Devona and Talon will be the meat shields while Xandra and Razah pump out loads of AoE goodness. I don't even bother with Frozen Soil because I just re-kill stuff and let Master of Whispers make another well out of it. The whole match I saw 6 bone minions from Summit Summoners.

Careful flagging is critical in all these dungeons with a H/H team. You want to do the following:

1. Flag H/H safely back while you pull a single mob into your waiting H/H.
2. Any pull that brings more than one mob should be abandoned immediately while you flag your heroes/hench far enough back to break the big aggro.
3. Any engagement that starts to go badly (like half the teams hp taken out in the first 10 seconds) should become a quick retreat to a safe spot.
4. Know where the safe spot is before you have started an engagement. In other words: plan your escape for the case when things go badly.
5. Don't leave H/H flagged after the battle starts. AoE will bring a swift death to your team that's steadfastly holding to a flagged position.

Also, it's worth noting that most of these dungeons are about memorizing what monsters are where. Honestly, the first time through you should be getting high DP because you just don't know what's about to happen next. Don't give up!

Charr

Frost Gate Guardian

Join Date: Jun 2007

W/A



The hardest part was one Stone Summit group with 3 Dominators, it was 15 minutes of running around trying to stop these guys from resurrecting and beating down those they do resurrect.

sussuara

Ascalonian Squire

Join Date: Sep 2007

W/

Quote:
Originally Posted by Charr


The hardest part was one Stone Summit group with 3 Dominators, it was 15 minutes of running around trying to stop these guys from resurrecting and beating down those they do resurrect. what build/heroes/henchies do you use for forgewight ? with my warrior thats the only one were im having bad time

Richardt

Richardt

Jungle Guide

Join Date: Sep 2007

http://friendsofloa.com/forum

Leader-Legion of Avalon [LoA] Alliance-Recruiting PM for info!

I took a quick peek and didn't see this posted under possible builds, so thought I would share (if it is...then I'm sorry and I'm just bragging )


We just did Duncan with 3 UB's, 2 N/Rt healers, SS N/Rt, Bonder and WoH monk (the N/Rt's were using Sab's builds). Took us about 46 minutes.

I've attached some screens (hopefully it works-never submitted screens before lol).

Getting to Duncan was pretty easy with 3 UB's and Sab's necro builds to keep us alive. Just watch out for the touchers and get the mobs on the corners.

Once at Ducna, our basic strategy is this: We all went Urasn, got bonded from Tahlkora. My two buddies killed the Spirits of Disenchantment on the bottom while I went into the corner and hit Duncan with Ursan Strike. Even with the bonds, Duncan still hits for around 90 damage with his big guns-so keep the other healers close enough to heal, but far enough away to stay out of spirit range.

Doing this took me about 15 minutes to actually kill him. I imagine if I had paid a little more attention and took a SV necro would've gone quicker.

Anyways, hope this helps! Happy hunting!

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

My typical Slaver's hero setup is 2 pure bm rangers (they use staves) and Livia set to minion bombing. The 2 pets hold aggro very well while also dealing massive damage when I put Asuran scan on the target. Each one also has an interrupt that helps with the summit ele's. Got thommis done in 15 mins, and about an extra 30 to finish rand. I play as a curses nec. I think the best henches to use here are the herta, lina, mhenlo, and eve (br is good).

novawhiz

novawhiz

Desert Nomad

Join Date: Mar 2006

A/

Im not sure why ppl have so much trouble with slavers.

Its 100x easier than DoA.

Here is from an hour ago with all PUG team. None of use new each other before this, just met up in Umbrall.

My first time ever playing obsidian tank on ele....


I know its gonna get asked so here is what people were runing.
Me(eragons sis) was obsidian tank.(in case it wasnt obvious enuf)
Necro-ss
Ranger- Splinter/barrage
3 Eles- Svanah Heat/ Archane meteor
Mo/Rit- Bonder
Monk- ZB/ COnditional Removal

WE pulled selvertan out of groups both time by himself.

Took like 2 min after screeny to clear last guys so took like 55 min.

This was extremely easy, only deaths was guy in screenie and me one time. Consumables were used in last 10 min. I have no clue why.

I didnt hold aggro amazingly well and people were kinda dumb but still worked out well. Im sure if i did this with an actual team build with guildies it would have been much easier, but sometimes PUGin from Umbral is faster.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Just completed Slavers with a warrior, assassin, paragon, paragon hero and 4 necro heroes. I ran dslash, dunno what sin was, dunno what paragon was but he had SY and TNTF, paragon wero was expel hexes, and the necros consisted of a SS, MM, and some spirits/restoration spells (pretty much sabs build). Every part of Slavers took under 30 minutes, Justiciar was the longest.

If you plan on facing duncan like a man and not hiding and using SV/SoS, knockdowns are very useful. We fought duncan without touching the spirits. A warrior with dslash, steelfang, FGJ, you move like a dwarf and brawling headbutt is very useful. With those skills, you can keep him knocked down for the whole fight, which makes it much easier.

gerg-nad

Lion's Arch Merchant

Join Date: Oct 2006

Minnesota

[OhNo]

Quote:
Originally Posted by novawhiz
3 Eles- Svanah Heat/ Archane meteor
Achane meteor would be what? Meteor Shower?

In reading the post in preparation for Duncan and being a veteran of DOA, I am looking for the best team build that will increase the likelihood of success and minimize the time. I see some common themes, but not necessary a standard team build, which some may like, but it does cause more risk, as it may lead to unclear roles and tactics each player should employ.

So far I see some good skills to employ, but not truly a team build.

Skill----Tactic/Use
Swap---To move spirits from location you want to be
SV-----To bring down Duncan with high HP
SS-----Damage dealing overall
SOS----If you us a body by Duncan to do damage
FS------Prevent the foes from Resurecting
Shelter/Union/Retoration--Protection
Prot Spirit---Protection
SY-TNTY--Protection

Then I see other assorted damage skills:
Savanaah heat
Meteor Shower
Splinter-Barrage
SF
Minion Bomber

I have seen some mention of an OF tank, but not always. Is there a team build folks (Pug teams) are looking for? I would much rather be successful and quick than to argue about cookie cutter builds and the like, because I just want to get on with playing the game.

I enjoyed playing DOA when you joined a team with the OF, 3ele, 3 Mo, 1Bip team you made sure everyone knew there role and brought the skills to support that role, (such as Mo bonder). When eveyone knew their role and had the skills for the role that will make the team successful. Can you imagine a football team where the players did not know there role, where to stand,or did not have the skill for a role (position). Image a quarterback that had no throwing skills or a tackle that could not block.

novawhiz

novawhiz

Desert Nomad

Join Date: Mar 2006

A/

Quote:
Originally Posted by gerg-nad
Achane meteor would be what? Meteor Shower?[/i] arcane echo-> meteor shower

Richardt

Richardt

Jungle Guide

Join Date: Sep 2007

http://friendsofloa.com/forum

Leader-Legion of Avalon [LoA] Alliance-Recruiting PM for info!

Quote:
Originally Posted by gerg-nad
I have seen some mention of an OF tank, but not always. Is there a team build folks (Pug teams) are looking for? I would much rather be successful and quick than to argue about cookie cutter builds and the like, because I just want to get on with playing the game.

I enjoyed playing DOA when you joined a team with the OF, 3ele, 3 Mo, 1Bip team you made sure everyone knew there role and brought the skills to support that role, (such as Mo bonder). When eveyone knew their role and had the skills for the role that will make the team successful. Can you imagine a football team where the players did not know there role, where to stand,or did not have the skill for a role (position). Image a quarterback that had no throwing skills or a tackle that could not block. Well, from my brief time being a OF tank for Slaver's this is what I found to be a "standard" group:

1) OF tank
2) FS Ranger with Splinter/Barrage (although with the nerf to splinter prolly not so much anymore)
3&4) Two monks (make sure one has Balth. Spirit)
5&6) Two echo SH nukers
8) Necro with SV (and SoS for Duncan)

Is this the most efficient? Nope. Monsters in GWEN have more a tendency to scatter (some may argue that's cause of the Echoed SH's being thrown down-while that is true to a certain extent I've seen them move around a tanker while NO AoE WAS PRESENT!). So OF tanking can work, you'll have to be prepared that no matter what you do (or don't do), they'll move away from the tank.

The way that's popular now (it seems-someone can correct me if they want) is the Ursanway build. Now everyone has their opinions as to how this is done, but here's how my guild/alliance does it:

3 UB tanks (I usually go W/E and bring some earth wards and then hit UB)
2 N/Rt healers
1 Minion Bomber
1 Ele for some AoE.
1 SS

For the majority of the dungeons, this works-except for Forge and Duncan. I did Duncan in UB and mentioned how I did it above.
For Thommis and Rand, we'd cut back on the SS and bring two MM's. There's plenty of bodies to go around.
For Forge, we'd drop the MM and take another UB if we can, if not-another healer or SS.

This thread has a couple posts about using UB in Slaver's:
http://www.guildwarsguru.com/forum/s...php?t=10218006

thor thunder

Lion's Arch Merchant

Join Date: Sep 2007

Mass

Cellestial Guard

W/E

Quote:
Originally Posted by Richardt
Well, from my brief time being a OF tank for Slaver's this is what I found to be a "standard" group:

1) OF tank
2) FS Ranger with Splinter/Barrage (although with the nerf to splinter prolly not so much anymore)
3&4) Two monks (make sure one has Balth. Spirit)
5&6) Two echo SH nukers
8) Necro with SV (and SoS for Duncan)

Is this the most efficient? Nope. Monsters in GWEN have more a tendency to scatter (some may argue that's cause of the Echoed SH's being thrown down-while that is true to a certain extent I've seen them move around a tanker while NO AoE WAS PRESENT!). So OF tanking can work, you'll have to be prepared that no matter what you do (or don't do), they'll move away from the tank.

The way that's popular now (it seems-someone can correct me if they want) is the Ursanway build. Now everyone has their opinions as to how this is done, but here's how my guild/alliance does it:

3 UB tanks (I usually go W/E and bring some earth wards and then hit UB)
2 N/Rt healers
1 Minion Bomber
1 Ele for some AoE.
1 SS

For the majority of the dungeons, this works-except for Forge and Duncan. I did Duncan in UB and mentioned how I did it above.
For Thommis and Rand, we'd cut back on the SS and bring two MM's. There's plenty of bodies to go around.
For Forge, we'd drop the MM and take another UB if we can, if not-another healer or SS.

This thread has a couple posts about using UB in Slaver's:
http://www.guildwarsguru.com/forum/s...php?t=10218006
true but thats only due from bad tanking.
I tank slavers (W/R- Symbiosis W/E-wards or armor stuff) for my guild and after the first three times iv almost never lost a mob ESPESIALY in slavers you just gata find/use choke points and know when the "tank" has complete agro and not most agro with some stragglers.. Imo best tank for slavers dosnt have alot of ele earth skills.. il try and post build latter but basicly you thro on lost of health (i cap at about 1,100-1,300++ varies with build) then run 1-2 shouts and some anti melle/spells aka glads def or somthing like that your not as invinceble as a ele tank but because of dmg from glads and the shouts its hard to pull agro off the "tank" (i think shouts effect agro but i could be wrong just seems that way..) and if you work it right you can pin them in corners or in bettwen walls i havent had much trouble tanking it so far.. but then agian i dont run H/H or Pug..


Quick Question: i was thinking do you think a GB necro/warrior could own duncan? i think it would rock him.
what about no tank but run HP M/E spammers??
those two help sooooooo much agianst abbadon it was insain im actauly considering running abbadon for people with 2 HP spammers 1 necro GB mehnlo and me (me = derv, would be better if i was the necro GB but w/e works lol)

just thought id put that out there i think it might work but im not willing to try it with guildys XO lol