Slavers' Exile and Duncan the Black [MERGED]
Cobalt
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... I have been using Sab's build all over the place and took it to Slavers along with Cynn, the two healer monks and Devona.
Well in the first area where you get the key to the first door I was able to clear everything pretty easily except the huge mob of 12-14 guarding the key.
In fact I could not manage to kill even one of that mob;
I tried pulling to see if I could split them up but they all come every time.
I tried focus firing on the priest but the healing was to good and I was hit with disease that does every bit as much damage as Murakai's consumption and would wipe half the team, then would have to run away sneak back and res.
Then I tried to weed some out to make the mob smaller and focus fired on others besides the priest but again the healing was to strong and again would get half the team wiped by disease before I could take a single one out.
I tried circling around from behind building up another Minion army still could not even kill one.
I tired it over and over for about a half hour but since I could not even kill one thus there were no corpses to get minions to get the build rolling again so I gave up.
I believe Sab's team build would work just fine in there but some of the mobs are obviously way to damn big thus even with a full army of minions the build it can not produce enough fire power to kill them and this is in NM.
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... I have been using Sab's build all over the place and took it to Slavers along with Cynn, the two healer monks and Devona.
Well in the first area where you get the key to the first door I was able to clear everything pretty easily except the huge mob of 12-14 guarding the key.
In fact I could not manage to kill even one of that mob;
I tried pulling to see if I could split them up but they all come every time.
I tried focus firing on the priest but the healing was to good and I was hit with disease that does every bit as much damage as Murakai's consumption and would wipe half the team, then would have to run away sneak back and res.
Then I tried to weed some out to make the mob smaller and focus fired on others besides the priest but again the healing was to strong and again would get half the team wiped by disease before I could take a single one out.
I tried circling around from behind building up another Minion army still could not even kill one.
I tired it over and over for about a half hour but since I could not even kill one thus there were no corpses to get minions to get the build rolling again so I gave up.
I believe Sab's team build would work just fine in there but some of the mobs are obviously way to damn big thus even with a full army of minions the build it can not produce enough fire power to kill them and this is in NM.
Lady Alynor
Quick question...if you do the other 4 dungeons in nm and Duncan in hm, do you still get full eotn points for it or do you need to do all 5 dungeons in hm for the full points? I have real trouble doing forge or selve in hm, weather with pug's or h/h, I just can't seem to get it done..
Xylia
I ran this build today to do the two bosses in the Justicar Thommas part of Slavers' Exile. I used 3 necros (myself + 2 heroes), then I had a channelling damage ritualist, earth, archer, warrior, and healing henches. In general I had enough damage to take most groups (the only group I had trouble with had a Modoniir Priest, a Stone Summit Priest, a Stone Summit Defender, and a Stone Summit Warder.
More important than the build were the pulling and flagging tactics. People keep saying this, but I haven't really seen many suggestions on how this works for people who don't know. Here's what I did.
Basically I found a defensible location - preferably an area wide enough to stand apart in, but narrow enough to encourage the enemies to bunch together. Failing that a corner or high ground will do. Do not set up on low ground if you have the option. Also don't set up behind a doorway - your heroes and henchmen will end up shooting at obstructed targets. I set up a front, middle, and back line with my heroes and henchmen - basically the MM and all the henchmen were the front line (the monk will run away from damage, so that turned out okay since you can't flag them separately). Myself and the channeling rit were the mid line, and the restoration rit was the back line. I flagged my henchmen together in the front line, with the MM a few steps to the left of them and the channeling rit to the right and slightly behind. I flagged the restoration N/Rt well to the rear, but still in range to heal. I then dropped frozen soil somewhat behind the restoration rit but still well within range of the front lines and switched to a longbow to pull groups in 1 at a time. You need to pull the groups a good distance, which will cause them to be spread out and possibly to get confused and try to run away again. It is better to set up too far back and have to move again than to set up too far forward the first time.
Normally I scanned the targets before pulling to identify priority targets. I treated them in this order: Protector, Summit Priest, Modoniir Priest, Warder, Dominator (they have reuseable res), and then other targets. When the enemies approach, i use ctrl+shift+space or ctrl+mark of pain to get all my heroes/henchmen to target the priority target. If there is a warder in the group, I slapped them with Pain Inverter in case they cast AoE (which they tend to do on the minions). Modoniir priests will also run into a group and use trample, so pain inverter works wonders on them as well.
I plan on doing more of the dungeons this weekend, I'll post any updates.
Me: N/R Spiteful
12+3+1 curses magic
9+1 soul reaping
9 wilderness survival
[skill]Spiteful Spirit[/skill][skill]Mark of Pain[/skill][skill]Enfeebling Blood[/skill][skill]Reckless Haste[/skill][skill]Pain Inverter[/skill][skill]Great Dwarf Weapon[/skill][skill]Signet of Lost Souls[/skill][skill]Frozen Soil[/skill]
N/Rt - Restoration necro
Soul Reaping: 12+1+1
Restoration Magic: 12
[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]Flesh of my Flesh[/skill]
N/Rt - Putrid MM
Death Magic: 12+1+3
Soul Reaping: 12+1
[skill]Icy Veins[/skill][skill]Putrid Bile[/skill][skill]Rising Bile[/skill][skill]Animate Bone Minions[/skill][skill]Animate Bone Horror[/skill][skill]Death Nova[/skill][skill]Signet of Lost Souls[/skill][skill]Flesh of my Flesh[/skill]
Rt/N - Channeling damage
Spawning Power: 10+1
Communing: 8+1
Channeling Magic: 12+3+1
[skill]Ancestors' Rage[/skill][skill]Channeled Strike[/skill][skill]Renewing Surge[/skill][skill]Spirit Rift[/skill][skill]Mighty was Vorizun[/skill][skill]Empowerment[/skill][skill]Ghostly Haste[/skill][skill]Grenth's Balance[/skill]
More important than the build were the pulling and flagging tactics. People keep saying this, but I haven't really seen many suggestions on how this works for people who don't know. Here's what I did.
Basically I found a defensible location - preferably an area wide enough to stand apart in, but narrow enough to encourage the enemies to bunch together. Failing that a corner or high ground will do. Do not set up on low ground if you have the option. Also don't set up behind a doorway - your heroes and henchmen will end up shooting at obstructed targets. I set up a front, middle, and back line with my heroes and henchmen - basically the MM and all the henchmen were the front line (the monk will run away from damage, so that turned out okay since you can't flag them separately). Myself and the channeling rit were the mid line, and the restoration rit was the back line. I flagged my henchmen together in the front line, with the MM a few steps to the left of them and the channeling rit to the right and slightly behind. I flagged the restoration N/Rt well to the rear, but still in range to heal. I then dropped frozen soil somewhat behind the restoration rit but still well within range of the front lines and switched to a longbow to pull groups in 1 at a time. You need to pull the groups a good distance, which will cause them to be spread out and possibly to get confused and try to run away again. It is better to set up too far back and have to move again than to set up too far forward the first time.
Normally I scanned the targets before pulling to identify priority targets. I treated them in this order: Protector, Summit Priest, Modoniir Priest, Warder, Dominator (they have reuseable res), and then other targets. When the enemies approach, i use ctrl+shift+space or ctrl+mark of pain to get all my heroes/henchmen to target the priority target. If there is a warder in the group, I slapped them with Pain Inverter in case they cast AoE (which they tend to do on the minions). Modoniir priests will also run into a group and use trample, so pain inverter works wonders on them as well.
I plan on doing more of the dungeons this weekend, I'll post any updates.
Me: N/R Spiteful
12+3+1 curses magic
9+1 soul reaping
9 wilderness survival
[skill]Spiteful Spirit[/skill][skill]Mark of Pain[/skill][skill]Enfeebling Blood[/skill][skill]Reckless Haste[/skill][skill]Pain Inverter[/skill][skill]Great Dwarf Weapon[/skill][skill]Signet of Lost Souls[/skill][skill]Frozen Soil[/skill]
N/Rt - Restoration necro
Soul Reaping: 12+1+1
Restoration Magic: 12
[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]Flesh of my Flesh[/skill]
N/Rt - Putrid MM
Death Magic: 12+1+3
Soul Reaping: 12+1
[skill]Icy Veins[/skill][skill]Putrid Bile[/skill][skill]Rising Bile[/skill][skill]Animate Bone Minions[/skill][skill]Animate Bone Horror[/skill][skill]Death Nova[/skill][skill]Signet of Lost Souls[/skill][skill]Flesh of my Flesh[/skill]
Rt/N - Channeling damage
Spawning Power: 10+1
Communing: 8+1
Channeling Magic: 12+3+1
[skill]Ancestors' Rage[/skill][skill]Channeled Strike[/skill][skill]Renewing Surge[/skill][skill]Spirit Rift[/skill][skill]Mighty was Vorizun[/skill][skill]Empowerment[/skill][skill]Ghostly Haste[/skill][skill]Grenth's Balance[/skill]
1druid1
Hi All
I have been reading your posts about this dungeon and really want to try it, I completed Prophecies only a couple of weeks ago using Henchmen only for all missions, me as a Basic Cleave warrior. I also completed Eye of the north at the weekend using only H / H, again me as a cleave warrior and the following Heroes
Odgen Stonehealer
Vekk
Pyre Fierceshot
(I have another 3 heroes unlocked, Jora, Liva and Gwen)
1 protector Hench, 1 Healer Hench, 1 Ranger Hench and 1 Mage Hench, me as the only melee character allowed me to flag the group a bit away me pulll back into the group and take out mobs.
Only 2 missions gave me problems,
Heart of the Shiverpeeks, That damn Cyndr got on my nerves, didnt seem to have the firepower to kill him quickly before he dissapeared into the ground, that changed once he spawned next to the keg of powder, after that, he died very easily.
A time for heroes, took me 3 attempts on this one, was wiped out quickly first two times then I changed my armour to have sentinel insignias, used Protective Spirit with Odgen and used Pain Invertor on my Skill bar, with that it was very easy..
Soo after that long story, my question is, with what I have available any advice for me tackling the dungeon? Again it will be a H/H group.
Cheers
I have been reading your posts about this dungeon and really want to try it, I completed Prophecies only a couple of weeks ago using Henchmen only for all missions, me as a Basic Cleave warrior. I also completed Eye of the north at the weekend using only H / H, again me as a cleave warrior and the following Heroes
Odgen Stonehealer
Vekk
Pyre Fierceshot
(I have another 3 heroes unlocked, Jora, Liva and Gwen)
1 protector Hench, 1 Healer Hench, 1 Ranger Hench and 1 Mage Hench, me as the only melee character allowed me to flag the group a bit away me pulll back into the group and take out mobs.
Only 2 missions gave me problems,
Heart of the Shiverpeeks, That damn Cyndr got on my nerves, didnt seem to have the firepower to kill him quickly before he dissapeared into the ground, that changed once he spawned next to the keg of powder, after that, he died very easily.
A time for heroes, took me 3 attempts on this one, was wiped out quickly first two times then I changed my armour to have sentinel insignias, used Protective Spirit with Odgen and used Pain Invertor on my Skill bar, with that it was very easy..
Soo after that long story, my question is, with what I have available any advice for me tackling the dungeon? Again it will be a H/H group.
Cheers
Xylia
Quote:
Originally Posted by Xylia
I plan on doing more of the dungeons this weekend, I'll post any updates.
Well, I did the rest of Slavers'. I used this same build for Selvetarm, things went pretty well. For Forgewright, I dropped the minion master because there weren't enough corpses. Instead I picked up a standard power block mesmer build. It was something like this:
M/Rt Power block
Inspiration magic 12+1
Domination magic 12+3+1
Restoration magic 3
[skill]power block[/skill][skill]power drain[/skill][skill]backfire[/skill][skill]empathy[/skill][skill]power spike[/skill][skill]leech signet[/skill][skill]Power Leak[/skill][skill]Flesh of my Flesh[/skill]
For Duncan, I kept the power block and brought a spoil victor necro instead of the channeling rit. I did have to use some consumables to finally H/H Duncan - there's just too much stuff going on. I also switch my build to an N/A with swap and put Frozen Soil on the blood necro. My final build for Duncan was:
Me: N/A Spiteful
12+3+1 curses magic
12+1 soul reaping
[skill]Spiteful Spirit[/skill][skill]Mark of Pain[/skill][skill]Enfeebling Blood[/skill][skill]Reckless Haste[/skill][skill]Pain Inverter[/skill][skill]"You Move Like A Dwarf"[/skill][skill]Signet of Lost Souls[/skill][skill]Swap[/skill]
N/Rt - Restoration necro
Soul Reaping: 12+1+1
Restoration Magic: 12
[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]Flesh of my Flesh[/skill]
N/R - Spoil Victor
Blood Magic: 12+1+3
Soul Reaping: 9+1
Wilderness Survival: 8
[skill]Spoil Victor[/skill][skill]Vampiric Gaze[/skill][skill]Barbed Signet[/skill][skill]Shadow Strike[/skill][skill]Blood Ritual[/skill][skill]Life Siphon[/skill][skill]Signet of Lost Souls[/skill][skill]Frozen Soil[/skill]
M/Rt Power block
Inspiration magic 12+1
Domination magic 12+3+1
Restoration magic 3
[skill]power block[/skill][skill]power drain[/skill][skill]backfire[/skill][skill]empathy[/skill][skill]power spike[/skill][skill]leech signet[/skill][skill]Power Leak[/skill][skill]Flesh of my Flesh[/skill]
Basically I wiped out everything (slowly but surely) in Duncan's dungeon, including the restless dead and stone summit in his room. Then I spawned his spirits and swapped them all to the far corner of the room. I planted my H/H in the corner where I was moving them to, so that I didn't die too much. I moved the restoration spirits to a different location so that my H/H could keep the spirits dead a reasonable amount of time.
After I got all the spirits moved, I regrouped away from the spriits, popped a powerstone to get rid of DP and a couple of other consumables that I had handy. I disabled any skills on my heroes that dealt damage directly, leaving the inspiration interrupts, backfire, and empathy on the mesmer, disabling only shadow strike on the necro. Then I attacked Duncan, focusing on keeping SS and pain inverter on him, sometimes interrupting with "You move like a dwarf".
M/Rt Power block
Inspiration magic 12+1
Domination magic 12+3+1
Restoration magic 3
[skill]power block[/skill][skill]power drain[/skill][skill]backfire[/skill][skill]empathy[/skill][skill]power spike[/skill][skill]leech signet[/skill][skill]Power Leak[/skill][skill]Flesh of my Flesh[/skill]
For Duncan, I kept the power block and brought a spoil victor necro instead of the channeling rit. I did have to use some consumables to finally H/H Duncan - there's just too much stuff going on. I also switch my build to an N/A with swap and put Frozen Soil on the blood necro. My final build for Duncan was:
Me: N/A Spiteful
12+3+1 curses magic
12+1 soul reaping
[skill]Spiteful Spirit[/skill][skill]Mark of Pain[/skill][skill]Enfeebling Blood[/skill][skill]Reckless Haste[/skill][skill]Pain Inverter[/skill][skill]"You Move Like A Dwarf"[/skill][skill]Signet of Lost Souls[/skill][skill]Swap[/skill]
N/Rt - Restoration necro
Soul Reaping: 12+1+1
Restoration Magic: 12
[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]Flesh of my Flesh[/skill]
N/R - Spoil Victor
Blood Magic: 12+1+3
Soul Reaping: 9+1
Wilderness Survival: 8
[skill]Spoil Victor[/skill][skill]Vampiric Gaze[/skill][skill]Barbed Signet[/skill][skill]Shadow Strike[/skill][skill]Blood Ritual[/skill][skill]Life Siphon[/skill][skill]Signet of Lost Souls[/skill][skill]Frozen Soil[/skill]
M/Rt Power block
Inspiration magic 12+1
Domination magic 12+3+1
Restoration magic 3
[skill]power block[/skill][skill]power drain[/skill][skill]backfire[/skill][skill]empathy[/skill][skill]power spike[/skill][skill]leech signet[/skill][skill]Power Leak[/skill][skill]Flesh of my Flesh[/skill]
Basically I wiped out everything (slowly but surely) in Duncan's dungeon, including the restless dead and stone summit in his room. Then I spawned his spirits and swapped them all to the far corner of the room. I planted my H/H in the corner where I was moving them to, so that I didn't die too much. I moved the restoration spirits to a different location so that my H/H could keep the spirits dead a reasonable amount of time.
After I got all the spirits moved, I regrouped away from the spriits, popped a powerstone to get rid of DP and a couple of other consumables that I had handy. I disabled any skills on my heroes that dealt damage directly, leaving the inspiration interrupts, backfire, and empathy on the mesmer, disabling only shadow strike on the necro. Then I attacked Duncan, focusing on keeping SS and pain inverter on him, sometimes interrupting with "You move like a dwarf".
truemyths
I'm wondering if someone would be willing to please help and give some advice.
I was able to clear the entire dungeon with H/H *except* for Duncan himself. Reading about the corner by the stairs... I tried to stand there but kept getting killed by duncan or the spirits behind me. When I was able to stay alive and spam Backfire/empathy/pain inverter no luck, he took almost no damage. When I took the spirits out, 5 seconds later they reappeared.
here's a little map, D= duncan, s=spirits, me = me, === are the stairs
D s
||me s
s ===
What did I do wrong?
I was able to clear the entire dungeon with H/H *except* for Duncan himself. Reading about the corner by the stairs... I tried to stand there but kept getting killed by duncan or the spirits behind me. When I was able to stay alive and spam Backfire/empathy/pain inverter no luck, he took almost no damage. When I took the spirits out, 5 seconds later they reappeared.
here's a little map, D= duncan, s=spirits, me = me, === are the stairs
D s
||me s
s ===
What did I do wrong?
lishi
Quote:
Originally Posted by truemyths
I'm wondering if someone would be willing to please help and give some advice.
I was able to clear the entire dungeon with H/H *except* for Duncan himself. Reading about the corner by the stairs... I tried to stand there but kept getting killed by duncan or the spirits behind me. When I was able to stay alive and spam Backfire/empathy/pain inverter no luck, he took almost no damage. When I took the spirits out, 5 seconds later they reappeared.
here's a little map, D= duncan, s=spirits, me = me, === are the stairs
D s
||me s
s ===
What did I do wrong? You need to use swap (assasin skill) to move the spirit out of way(they wont respaw if you move them instead of killing them) , make sure you or one of the hero have it.
For ducan himself remember he have a lot of hp.
Even with spoil of victory and 2 Signet of sorrow it take a lot of time (dont remember well maybe 5-10 minute) to kill him, he is taking a lot of damage, just dont show well on his hp bar. To make sure he dont kill you one of your hero (or you) must have prot spirit so you can put it on the guy who have ducan aggro manually. everone else stay back
I was able to clear the entire dungeon with H/H *except* for Duncan himself. Reading about the corner by the stairs... I tried to stand there but kept getting killed by duncan or the spirits behind me. When I was able to stay alive and spam Backfire/empathy/pain inverter no luck, he took almost no damage. When I took the spirits out, 5 seconds later they reappeared.
here's a little map, D= duncan, s=spirits, me = me, === are the stairs
D s
||me s
s ===
What did I do wrong? You need to use swap (assasin skill) to move the spirit out of way(they wont respaw if you move them instead of killing them) , make sure you or one of the hero have it.
For ducan himself remember he have a lot of hp.
Even with spoil of victory and 2 Signet of sorrow it take a lot of time (dont remember well maybe 5-10 minute) to kill him, he is taking a lot of damage, just dont show well on his hp bar. To make sure he dont kill you one of your hero (or you) must have prot spirit so you can put it on the guy who have ducan aggro manually. everone else stay back
truemyths
I figured prot becuz he was doing like 300-400 dmg. ah, swap tho... I didn't know that would prevent them from rebirthing.
Thanks!
any other tips/tactics welcome as well.
Thanks!
any other tips/tactics welcome as well.
Xylia
Quote:
Originally Posted by truemyths
I figured prot becuz he was doing like 300-400 dmg. ah, swap tho... I didn't know that would prevent them from rebirthing.
Thanks!
any other tips/tactics welcome as well.
It doesn't prevent them from respawning, but it does move them permanently. If you kill them, they will respawn at the spot you moved them to.
As for Duncan, bring a lot of skills that deal damage indirectly, steal life, or cause loss of life. Backfire, empathy, pain inverter, spoil victor, spiteful spirit, any blood magic life steals. These skills don't trigger Duncan's skill that returns the damage to you.
Also, it can be beneficial to put a long duration poison or disease on him, to help keep him from recovering health if you have to res at the shrine.
Thanks!
any other tips/tactics welcome as well.
It doesn't prevent them from respawning, but it does move them permanently. If you kill them, they will respawn at the spot you moved them to.
As for Duncan, bring a lot of skills that deal damage indirectly, steal life, or cause loss of life. Backfire, empathy, pain inverter, spoil victor, spiteful spirit, any blood magic life steals. These skills don't trigger Duncan's skill that returns the damage to you.
Also, it can be beneficial to put a long duration poison or disease on him, to help keep him from recovering health if you have to res at the shrine.
truemyths
uber, thanks!
Devronius
Beat Duncan for the first time last night. Took a while to get him down, but it was lots of fun (using some different tactics for once is always good). It might just be me, but this dungeon seemed a lot easier than other elite areas, being fun and interesting rather than butt rapingly hard.
Grasping Darkness
For all areas before duncan use these.
Sin tank - OwVTESf+ZSnZJgHBEINbFUrBiBA
Mes 1 - OQZDAcwzMCVIAuAZ4LAG9CcG
Mes 2 - OQZDAcwzMCVIAuAZMNYa9C1B
Rit - OAKjghhMpOSzhZ1biJ5uOWukLA
Necro 1 - OAVDQqhHTsBOBXC9ioOfCcBdCA
Necro 2 - OAVDQqhHTCNXC2BOBoO9iyMdCA
Healer - OwYS0YITxVbE/OZE5gIDfE2E
Bonder - OwAS8YITpEbaFE1DyExDyD5g
For Duncan, substitute necro 2 with this - OAdDQspHSqQTVcB9ioO2BdC1ZA
currently trying to get a group to test this build - OQajkwmM6MajkxXtG3Kyx+4WMA
Sin tank - OwVTESf+ZSnZJgHBEINbFUrBiBA
Mes 1 - OQZDAcwzMCVIAuAZ4LAG9CcG
Mes 2 - OQZDAcwzMCVIAuAZMNYa9C1B
Rit - OAKjghhMpOSzhZ1biJ5uOWukLA
Necro 1 - OAVDQqhHTsBOBXC9ioOfCcBdCA
Necro 2 - OAVDQqhHTCNXC2BOBoO9iyMdCA
Healer - OwYS0YITxVbE/OZE5gIDfE2E
Bonder - OwAS8YITpEbaFE1DyExDyD5g
For Duncan, substitute necro 2 with this - OAdDQspHSqQTVcB9ioO2BdC1ZA
currently trying to get a group to test this build - OQajkwmM6MajkxXtG3Kyx+4WMA
Skyzzang
Anyone have a H/H build with a monk the playable character, along with 3 synergizing hero builds and henchman, or would Sab's hero builds work exactly as they're posted, along with henchman?
kel77
Has anyone tried this with just henchmen?
I.E. no heroes or other players?
I would be interested to see if it could be done.
I.E. no heroes or other players?
I would be interested to see if it could be done.
BigDave
Quote:
Originally Posted by kel77
Has anyone tried this with just henchmen?
I.E. no heroes or other players?
I would be interested to see if it could be done. Well, you definitely can't do Duncan with henchmen only. The only reliable way to kill him is with SV+SoS with PS on at all times. And without Frozen Soil you'll be in for a long, long, long fight for the rest of it. I very much doubt you'd complete any of the Slavers dungeons with only henchies and if by some miracle you did it'd probably be more luck than anything else.
I.E. no heroes or other players?
I would be interested to see if it could be done. Well, you definitely can't do Duncan with henchmen only. The only reliable way to kill him is with SV+SoS with PS on at all times. And without Frozen Soil you'll be in for a long, long, long fight for the rest of it. I very much doubt you'd complete any of the Slavers dungeons with only henchies and if by some miracle you did it'd probably be more luck than anything else.
bifter
I've done all slavers dungeons in NM with henchies, and I know for sure that others have done Duncan HM with henchies. Duncan is actually pretty easy with henchies in NM - you just need to have a decent team composition, and good aggro skills to deal with the mixed summit groups. PS can be micro'd onto your hero Nec for Duncan himself. Takes a while, but it's easy and reliable.
BigDave
Quote:
Originally Posted by kel77
I.E. no heroes or other players?
That's the important line, hehe. With heroes+henchies it can be done without too much trouble, but henchies only is another matter entirely.
bifter
Oh yeah >< missed that
Not sure WHY anyone would bother trying to do that though.
Not sure WHY anyone would bother trying to do that though.
kel77
Ya lol I thought it would be useful for people who don't have heroes. But duh! if you have GWEN you have heroes.
Edit: I guess it could just be a good challenge?
Edit: I guess it could just be a good challenge?
bifter
It might *just* be possible if you were a nec primary, assassin secondary for swap. The hero monk *ought* to PS you if you flag them properly behind you, but you'd have to kill duncan with nothing but SS / SoLS as there would be no easy way to drop a corpse on top of him. The first summit group would present a real challenge without any skills to stop ressing, but it might be doable with a little luck. You'd probably have to aggro lock them at the far back of the dungeon, so the ressers run back before resurrecting any of the group that you manage to pick off.
Darth Marth
Does Pain Inverter trigger off Duncan's Defenses? It ripped through Charr Effigies in seconds, and they have a similar one.
kanuks
Woot!! Finally finished duncan with H/H!! Took many trys but i got the right builds and ended up finishing him at 10% morale boost (Except for me cause i sacrificed myself to leave a corpse near duncan for [/skill]signet of sorrow[/skill]).
Hexanon
Once again - proving that PUG "Formula" builds are out-dated.
I managed to beat this (All 5 bosses) (not easily I might add) with a modified SAB build (yes - that build is truly amazing) - Thanks SAB for posting your findings here !.
I made some bad skill choices - and at the end all I had to bring down Duncan was a Necro with SV and syphon.
Once I had cleared the dungeon, and swapped spirits waaaay into the corner, It took 1 hr for him to go down.
Flagged the SV Necro in range, Flagged the rt Necro behind him, and flagged the henches off to side - that way Healer hench could rez/heal both while being out of range, and the Prot hench (Thank goodness I brought one of these henches) occasionally threw a protection - although not often enough.
for the record, this was a -60%DP success. So even with bad choices, bad luck and other things thrown in, it IS possible to succeed without formula PUG builds. Thanks to all posting in this thread (and again to SAB) for giving me the encouragement to try - and then to succeed.
I could post a screenshot - but a screenshot of a hulking warrior on his knees praying to Glint to get the Necro to goddamn hurry up and kill him already is not necessary !
I managed to beat this (All 5 bosses) (not easily I might add) with a modified SAB build (yes - that build is truly amazing) - Thanks SAB for posting your findings here !.
I made some bad skill choices - and at the end all I had to bring down Duncan was a Necro with SV and syphon.
Once I had cleared the dungeon, and swapped spirits waaaay into the corner, It took 1 hr for him to go down.
Flagged the SV Necro in range, Flagged the rt Necro behind him, and flagged the henches off to side - that way Healer hench could rez/heal both while being out of range, and the Prot hench (Thank goodness I brought one of these henches) occasionally threw a protection - although not often enough.
for the record, this was a -60%DP success. So even with bad choices, bad luck and other things thrown in, it IS possible to succeed without formula PUG builds. Thanks to all posting in this thread (and again to SAB) for giving me the encouragement to try - and then to succeed.
I could post a screenshot - but a screenshot of a hulking warrior on his knees praying to Glint to get the Necro to goddamn hurry up and kill him already is not necessary !
mulzi
holy wrath/retribution method does not work as of this morning, both in normal mode and hard mode. Duncan's wanding doesn't trigger it anymore.
Seems Anet is hell bent to only make the sacrificing/SoS gimmick the only method to defeat him now.
Seems Anet is hell bent to only make the sacrificing/SoS gimmick the only method to defeat him now.
Xylia
Quote:
Originally Posted by mulzi
Seems Anet is hell bent to only make the sacrificing/SoS gimmick the only method to defeat him now.
He's definitely beatable without a gimmick build. Swap is useful, and maybe bring a powerstone to remove DP before you fight him.
Destro Maniak
I never played elite missions but I would say bring the consumable that makes -60 to +10 and use some armor of salvations, increse attack speed and stuff. Because the money used on them are gonna make you succeed. Its better to use gold then try again
Blu
Just a quick question(s), but do you have to redo all of the other dungeons to get to Duncan's again after beating him? Also, does everyone in the party need to have beaten the other 3 dungeons before getting to Duncan?
tekDragon
Yes and Yes... and people who dont know this are an endless source of frustration for Duncan PuGs
TheProfiler
A question: do you get EOTN mastery points only for final Duncan dungeon, or u get them for every other of the 4 areas?
Cuz as a Dervish (my primary char) i have little or no way of doing Duncan in HM, no PUG will take me. But i already have him in NM (from the time when you could get taxi, so i didnt kill other bosses).
Did him many times NM and HM with ma monk tho.
So i'm thinking on skipping Duncan HM for MAster of the north title, if possible...just dont know if i have to kill other 4 bossess to get points or only Duncan counts towards title...
Cuz as a Dervish (my primary char) i have little or no way of doing Duncan in HM, no PUG will take me. But i already have him in NM (from the time when you could get taxi, so i didnt kill other bosses).
Did him many times NM and HM with ma monk tho.
So i'm thinking on skipping Duncan HM for MAster of the north title, if possible...just dont know if i have to kill other 4 bossess to get points or only Duncan counts towards title...
gerg-nad
I have a monk suggestion that I think many folks that play a OF tank team build, used in many places such as Slaver's, should take to heart. First off, even though they have nerfed the skill time, from 8 seconds to now 4-5 seconds depending on your level of Sunspear, Seed of Life should be taken. Also monks should be using an enchantment extension weapon, Enchantments last 20% longer.
Two monks that are often used are an HB and a Bonder. The typical Bonder is the following (although some put dismiss condition instead of VB):
Protection: 12 + 1 + 3 Divine Favor: 12 + 1
[skill]Zealous Benediction[/skill][skill]protective spirit[/skill][skill]blessed signet[/skill][skill]vital blessing[/skill][skill]life bond[/skill][skill]balthazar's spirit[/skill][skill]rebirth[/skill]
And I propose a one skill change for the HB monk that will make a large difference from the typical build. Often either Holy Haste or some other skill is brought, but I suggest having the HB monk bring Life Bond as well.
Healing: 12 + 1 + 3 Divine Favor: 12 + 1
[skill]Healer's Boon[/skill][skill]Dwayna's Kiss[/skill][skill]ethereal light[/skill][skill]heal party[/skill][skill]glyph of lesser energy[/skill][skill]life bond[/skill][skill]rebirth[/skill]
This Life Bond on the HB monk serves two purposes, primarily benefiting the monks, but it willl take cooperation of the monks. So the the bonder monks typically puts all three bonds on the tank, vital blessing, life bond, and balthazar's spirit. In addition, the bonder should put balthazar's spirit on themselves, which I am not sure inexperience bonder know to do. As, putting balthazar spirit on themselves will give them energy everytime the tank is hit, since a little damage is passed on to the bonder through Life Bond which will trigger Balthazar's Spirit.
Well similar to this energy gain method, the HB monk will put Life Bond on the tank and the Bonder Monk then should put Balthazar's Spirit on the HB monk. So you may ask why not just use Essence Bond for the HB monk, and here is why, since both monks have Life Bond, Seed of Life will trigger through the bonds. In that way the monks can cast Seed of Life on each other which will trigger Seed of Life to work, healing the whole party. That way the monks do not have to be close to the tank to heal and it will heal the whole party in addition to the tank, this is especially true for the bonder monk, who can help with the healing by putting Seed of Life on the HB monk.
(The higher protection Life Bond takes precidence, so the tank will get the full benefit of the bonders high protection, but LB are not stackable.)
Bonder Monk Bond Target:
Tank: Vital Blessing, Life Bond, Balthazar's Spirit
Bonder Monk: Balthazar's Spirit
HB Monk: Balthazar's Spirit
HB Monk Bond Target:
Tank: Life Bond
The optimum way to do this is to have an understanding which monk goes first with Seed of Life, and then to alternate trying to avoid having it up simultaneously so to maximize the time it is up all the time. Swapping it on each other, the monks can tell when its up and when its down because it was put on them. When, Seed of Life, was at 8 seconds, with an enchantment extensions weapon (1.2*8=10),(and Divine Blessing on one monk), you could keep this up allmost all the time with two monks. Now with the nerf to 4-5 seconds, 1.2*5=6, you can cover about 1/2 the recharge time of the seed of life skill, but that is still very good. The only thing to watch out for is when the bonds are stripped it will not obviously work as intended, and for toucher (life draining skill), as this is not triggered as damage, so seed of life will not heal regardless of the whether applied through bonds or directly. So for Restless Dead direct healing skills are necessary, such as Dwayna's Kiss, and the key here is to rubber band cast this so that you avoid breaking aggro (or having the restless shadowstep to you).
So with this one skill change of the typical HB build and applying the tactics described, it can have a huge impact on the success, aggro risk, energy management, and work of the monks. Having Life Bond on the HB monk provided 3 major opportunites.
1. With Balthazar's Spirit on the Monk it will provide energy
2. Will allow swaping of Seed of Life on each monk, maximizing time applied
3. Minimizes need to be near tank so avoids breaking aggro
I know many folks know this already, so it may be nothing new, but I know many folks in my guild that have played monks have not bonded much nor played much in OF Tank teams.
Two monks that are often used are an HB and a Bonder. The typical Bonder is the following (although some put dismiss condition instead of VB):
Protection: 12 + 1 + 3 Divine Favor: 12 + 1
[skill]Zealous Benediction[/skill][skill]protective spirit[/skill][skill]blessed signet[/skill][skill]vital blessing[/skill][skill]life bond[/skill][skill]balthazar's spirit[/skill][skill]rebirth[/skill]
And I propose a one skill change for the HB monk that will make a large difference from the typical build. Often either Holy Haste or some other skill is brought, but I suggest having the HB monk bring Life Bond as well.
Healing: 12 + 1 + 3 Divine Favor: 12 + 1
[skill]Healer's Boon[/skill][skill]Dwayna's Kiss[/skill][skill]ethereal light[/skill][skill]heal party[/skill][skill]glyph of lesser energy[/skill][skill]life bond[/skill][skill]rebirth[/skill]
This Life Bond on the HB monk serves two purposes, primarily benefiting the monks, but it willl take cooperation of the monks. So the the bonder monks typically puts all three bonds on the tank, vital blessing, life bond, and balthazar's spirit. In addition, the bonder should put balthazar's spirit on themselves, which I am not sure inexperience bonder know to do. As, putting balthazar spirit on themselves will give them energy everytime the tank is hit, since a little damage is passed on to the bonder through Life Bond which will trigger Balthazar's Spirit.
Well similar to this energy gain method, the HB monk will put Life Bond on the tank and the Bonder Monk then should put Balthazar's Spirit on the HB monk. So you may ask why not just use Essence Bond for the HB monk, and here is why, since both monks have Life Bond, Seed of Life will trigger through the bonds. In that way the monks can cast Seed of Life on each other which will trigger Seed of Life to work, healing the whole party. That way the monks do not have to be close to the tank to heal and it will heal the whole party in addition to the tank, this is especially true for the bonder monk, who can help with the healing by putting Seed of Life on the HB monk.
(The higher protection Life Bond takes precidence, so the tank will get the full benefit of the bonders high protection, but LB are not stackable.)
Bonder Monk Bond Target:
Tank: Vital Blessing, Life Bond, Balthazar's Spirit
Bonder Monk: Balthazar's Spirit
HB Monk: Balthazar's Spirit
HB Monk Bond Target:
Tank: Life Bond
The optimum way to do this is to have an understanding which monk goes first with Seed of Life, and then to alternate trying to avoid having it up simultaneously so to maximize the time it is up all the time. Swapping it on each other, the monks can tell when its up and when its down because it was put on them. When, Seed of Life, was at 8 seconds, with an enchantment extensions weapon (1.2*8=10),(and Divine Blessing on one monk), you could keep this up allmost all the time with two monks. Now with the nerf to 4-5 seconds, 1.2*5=6, you can cover about 1/2 the recharge time of the seed of life skill, but that is still very good. The only thing to watch out for is when the bonds are stripped it will not obviously work as intended, and for toucher (life draining skill), as this is not triggered as damage, so seed of life will not heal regardless of the whether applied through bonds or directly. So for Restless Dead direct healing skills are necessary, such as Dwayna's Kiss, and the key here is to rubber band cast this so that you avoid breaking aggro (or having the restless shadowstep to you).
So with this one skill change of the typical HB build and applying the tactics described, it can have a huge impact on the success, aggro risk, energy management, and work of the monks. Having Life Bond on the HB monk provided 3 major opportunites.
1. With Balthazar's Spirit on the Monk it will provide energy
2. Will allow swaping of Seed of Life on each monk, maximizing time applied
3. Minimizes need to be near tank so avoids breaking aggro
I know many folks know this already, so it may be nothing new, but I know many folks in my guild that have played monks have not bonded much nor played much in OF Tank teams.
Avatar Exico
Ursan Blessing. only need 2 people and rest of Heros and you can clear all the Dungoens of Slayers Exile then when it comes to Duncan take a full grp. Iv Farmed the Dungeons with 1 Ursan and rest with Heros. Cleared Justical and Stormweaver With Heros in 46mins-hour tops. Team should take is this.
1-3 Ursans
MM(Blocking the Tankers and Dmg)
3 Healers(2 HB Healers and 1 RC Prot)
FS/Splinter Barrager
Dmg Dealer/BR(SF/Sandstorm/SH Ele or SS Necro works)
1-3 Ursans
MM(Blocking the Tankers and Dmg)
3 Healers(2 HB Healers and 1 RC Prot)
FS/Splinter Barrager
Dmg Dealer/BR(SF/Sandstorm/SH Ele or SS Necro works)
Jagged
Can someone help with Forgewright using only H/H. I tried running Lvl 7 Ursan (I'm a Nec) with a Frozen Soil/Barrage Ranger, LoD Healer and SS Curse, Menhlo, Herta, Blood and Zho.
I'm thinking about maybe trying Sab's Heroes which is what I normally run. I didn't bring them b/c i though the MM would be useless and thought I needed to have a Ranger with Frozen Soil.
I got completely destroyed and would like some detailed help on what H/H to bring. Thanks!
I'm thinking about maybe trying Sab's Heroes which is what I normally run. I didn't bring them b/c i though the MM would be useless and thought I needed to have a Ranger with Frozen Soil.
I got completely destroyed and would like some detailed help on what H/H to bring. Thanks!
bifter
Spread out and take plenty of healing. Easier with a human (water) ele, but perfectly doable on other classes too. At the corridor before Forgewight, try to run through to activate the next res shrine, and eat a party wipe on the way so you res there - much easier and faster than trying to fight your way down. Obviously you'll have to take care that you don't pull all groups to the shrine and get spawn-camped, but if you're careful that is totally avoidable.
Adriaanz#Shiro
Any tips on an Assassin build running here? Thanks in Advance
~shiro
~shiro
xcody
same here. I need ranger build with h/h. if there is one..
Thanks.. ^_^
Thanks.. ^_^
Buzzer
Had a hard time finding a duncan group as a mesmer so I had to H/H it.
1. Dom Mes
2. LoD
3. Life Sheath
4. Motigon
5. Herta
6. Devona
7. Eve
8. Lo Sha
We wiped once when a group of dwarves patrolled into us as we were fighting touchers. I didn't bring frozen soil: Herta's sandstorm + Lo Sha's Arcane Conundrum trashes them.
I knew about Swap so I used that but didn't really know what to do with Duncan himself; especially since I forgot to bring prot spirit. Eventually I ran up to fight him toe-to-toe expecting to get a beating. Spirit Rift nearly insta-killed 4 or 5 of us a few times until I realised I had to flag them out of the AoE. So that's what I did every 5 seconds for the rest of the fight. I died a few times because of my stupid use of Cry of Pain, but the rest of the party were ok. Key skills were Backbreaker, Power Return and Arcane Conundrum.
1. Dom Mes
2. LoD
3. Life Sheath
4. Motigon
5. Herta
6. Devona
7. Eve
8. Lo Sha
We wiped once when a group of dwarves patrolled into us as we were fighting touchers. I didn't bring frozen soil: Herta's sandstorm + Lo Sha's Arcane Conundrum trashes them.
I knew about Swap so I used that but didn't really know what to do with Duncan himself; especially since I forgot to bring prot spirit. Eventually I ran up to fight him toe-to-toe expecting to get a beating. Spirit Rift nearly insta-killed 4 or 5 of us a few times until I realised I had to flag them out of the AoE. So that's what I did every 5 seconds for the rest of the fight. I died a few times because of my stupid use of Cry of Pain, but the rest of the party were ok. Key skills were Backbreaker, Power Return and Arcane Conundrum.
frickaline
Quote:
Originally Posted by Adriaanz#Shiro
Any tips on an Assassin build running here? Thanks in Advance
~shiro Yes. I've seen this done in slavers NM and HM and its amazing. It makes you wonder why anyone Obi Tanks this.
http://www.sodds.co.uk/forum/viewtopic.php?t=562
~shiro Yes. I've seen this done in slavers NM and HM and its amazing. It makes you wonder why anyone Obi Tanks this.
http://www.sodds.co.uk/forum/viewtopic.php?t=562
kyrickell
I didn't take the time to read all of the posts in this topic.. but what I did read didn't have any builds for doing Duncan with heroes and henchman in Hard Mode.
Well, I just did it.. with relative ease, and figured I would share.
I'm also not up to snuff on how to really format the builds, so forgive me.
Myself, was a Warrior/Assassin with the following skills/attributes :
OQcSEZKT2k9F4RIW7gmani1Z
You Move Like a Dwarf, Hundred Blades, Silverwing Slash, Barbarous Slice, Whirlwind Attack, Steelfang Slash, Brawling Headbutt, Swap.
Swordsmanship 12+3 (Major+Headpiece), Strength 12+1. Norn 10, Dwarven 9, Sunspear 10.
Hero 1 : Ritualist/Ranger : OAKkgdhqITSz484648mYMmz15iB
Life, Offering of Spirit, Spirit Rift, Ancestor's Rage, Splinter Weapon, Healing Spring, Frozen Soil, Flesh of my Flesh.
Restoration 10+1, Channelling 12+3, Spawning Power 4, Wilderness Survival 7
Hero 2 : Necro/Whatever : OABDQSxGTeBdBfB1MKgqBNfVVA
Well of the Profane, Well of Suffering, Putrid Explosion, Icy Veins, Putrid Bile, Rotting Flesh, Withering Weapon, Signet of Lost Souls.
Death Magic 12+3, Soul Reaping 12+1
Hero 3 : Monk/Elementalist : OwYT0wHD1RmoFnJ31ACnGZUPAA
Rebirth, Spirit Bond, Reversal of Fortune, Shield of Absorption, Aegis, Divert Hexes, Glyph of Lesser Energy, Protective Spirit.
Protection Prayers 12+3, Divine Favor 10, Healing Prayers 8.
Note that I am lazy when it comes to runes for my heroes, and there is room for slight improvement in a couple places. Also, Monk hero had 8 healing because he previously had Gift of Health instead of Rebirth, I just forgot to respec him.
The rest of the group was Mhenlo, Lina, Herta, and Eve.
Proper aggro management is key, naturally. Combination of Splinter Weapon + Hundred Blades/Whirlwind Attack is very effective. Just make sure you don't use either when Insidious Parasite is on you. Icy Veins and Putrid Bile are usually applied on several enemies by the time one dies, causing a chain reaction of deaths.
Swap is for relocating spirits, of course.
I approached Duncan from the west, instead of using the normal hiding at the bottom of the stairs technique.
Only the rit and necro hero, along with myself, actually damaged Duncan. They were spaced out enough that spirit rift would only hit one of them. On Duncan, cycled Brawling Headbutt+Steelfang Slash to keep him knocked down a majority of the time. Occasionally had to run back to get in range of healers (As they were positioned to reach the Rit and Necro, but nowhere near Duncan really.)
Didn't use any consumables, had one wipe (which was my own fault).
Here are some screenshots of what I did with the spirits and my hero/henchman positions while fighting Duncan, as well as my crappy rewards and the time it took. Hope this provides an alternative for people not wanting to go the Obsidian Flesh or Ursan Blessing method.
http://img364.imageshack.us/img364/714/gw015wk5.jpg
http://img364.imageshack.us/img364/2005/gw016oo7.jpg
http://img364.imageshack.us/img364/5879/gw017ug3.jpg
http://img364.imageshack.us/img364/6839/gw018azw1.jpg
http://img364.imageshack.us/img364/1125/gw019axj0.jpg
http://img364.imageshack.us/img364/7995/gw020akr4.jpg
Well, I just did it.. with relative ease, and figured I would share.
I'm also not up to snuff on how to really format the builds, so forgive me.
Myself, was a Warrior/Assassin with the following skills/attributes :
OQcSEZKT2k9F4RIW7gmani1Z
You Move Like a Dwarf, Hundred Blades, Silverwing Slash, Barbarous Slice, Whirlwind Attack, Steelfang Slash, Brawling Headbutt, Swap.
Swordsmanship 12+3 (Major+Headpiece), Strength 12+1. Norn 10, Dwarven 9, Sunspear 10.
Hero 1 : Ritualist/Ranger : OAKkgdhqITSz484648mYMmz15iB
Life, Offering of Spirit, Spirit Rift, Ancestor's Rage, Splinter Weapon, Healing Spring, Frozen Soil, Flesh of my Flesh.
Restoration 10+1, Channelling 12+3, Spawning Power 4, Wilderness Survival 7
Hero 2 : Necro/Whatever : OABDQSxGTeBdBfB1MKgqBNfVVA
Well of the Profane, Well of Suffering, Putrid Explosion, Icy Veins, Putrid Bile, Rotting Flesh, Withering Weapon, Signet of Lost Souls.
Death Magic 12+3, Soul Reaping 12+1
Hero 3 : Monk/Elementalist : OwYT0wHD1RmoFnJ31ACnGZUPAA
Rebirth, Spirit Bond, Reversal of Fortune, Shield of Absorption, Aegis, Divert Hexes, Glyph of Lesser Energy, Protective Spirit.
Protection Prayers 12+3, Divine Favor 10, Healing Prayers 8.
Note that I am lazy when it comes to runes for my heroes, and there is room for slight improvement in a couple places. Also, Monk hero had 8 healing because he previously had Gift of Health instead of Rebirth, I just forgot to respec him.
The rest of the group was Mhenlo, Lina, Herta, and Eve.
Proper aggro management is key, naturally. Combination of Splinter Weapon + Hundred Blades/Whirlwind Attack is very effective. Just make sure you don't use either when Insidious Parasite is on you. Icy Veins and Putrid Bile are usually applied on several enemies by the time one dies, causing a chain reaction of deaths.
Swap is for relocating spirits, of course.
I approached Duncan from the west, instead of using the normal hiding at the bottom of the stairs technique.
Only the rit and necro hero, along with myself, actually damaged Duncan. They were spaced out enough that spirit rift would only hit one of them. On Duncan, cycled Brawling Headbutt+Steelfang Slash to keep him knocked down a majority of the time. Occasionally had to run back to get in range of healers (As they were positioned to reach the Rit and Necro, but nowhere near Duncan really.)
Didn't use any consumables, had one wipe (which was my own fault).
Here are some screenshots of what I did with the spirits and my hero/henchman positions while fighting Duncan, as well as my crappy rewards and the time it took. Hope this provides an alternative for people not wanting to go the Obsidian Flesh or Ursan Blessing method.
http://img364.imageshack.us/img364/714/gw015wk5.jpg
http://img364.imageshack.us/img364/2005/gw016oo7.jpg
http://img364.imageshack.us/img364/5879/gw017ug3.jpg
http://img364.imageshack.us/img364/6839/gw018azw1.jpg
http://img364.imageshack.us/img364/1125/gw019axj0.jpg
http://img364.imageshack.us/img364/7995/gw020akr4.jpg
Richardt
So this isn't fully new, but we did Duncan in HM with a fair amount of ease with the following team setup:
Our necro though is the key-Echo+Wail of Doom. We were able to boost his attributes up to the point where Wail of Doom would last 4 sec. (for a total of 8 sec. of Duncan having zero attributes). The remaining two sec. were covered by good healing and Paragon-ness.
We didn't have a good way to incoporate Swap, so we just let our nuker have fun with the spirits while the rest of us hit Duncan.
Our Rit was a Channeling spiker with Splinter Weapon. Ele was a standard SH nuker and Livia was a N/Rt healer.
The only problem we encountered was bad tanking on Jora's end-one AoE and she was running around all over the place. When we do this again we're taking a real warrior with us.
Our necro though is the key-Echo+Wail of Doom. We were able to boost his attributes up to the point where Wail of Doom would last 4 sec. (for a total of 8 sec. of Duncan having zero attributes). The remaining two sec. were covered by good healing and Paragon-ness.
We didn't have a good way to incoporate Swap, so we just let our nuker have fun with the spirits while the rest of us hit Duncan.
Our Rit was a Channeling spiker with Splinter Weapon. Ele was a standard SH nuker and Livia was a N/Rt healer.
The only problem we encountered was bad tanking on Jora's end-one AoE and she was running around all over the place. When we do this again we're taking a real warrior with us.
Maaxz
Quote:
Originally Posted by kyrickell
Well, I just did it.. with relative ease, and figured I would share.
http://img364.imageshack.us/img364/714/gw015wk5.jpg
http://img364.imageshack.us/img364/2005/gw016oo7.jpg
http://img364.imageshack.us/img364/5879/gw017ug3.jpg
http://img364.imageshack.us/img364/6839/gw018azw1.jpg
http://img364.imageshack.us/img364/1125/gw019axj0.jpg
http://img364.imageshack.us/img364/7995/gw020akr4.jpg
Thank you very much for these screenshots. They helped me a great deal.
I've been trying to complete this final dungeon for over a month on and off. I've done everything from using swap and the bottom of stairs technique. I always failed miserably.
I went there with henchies ( Mhenlo, Lina, Herta and Cynn) and my heroes, Zhed(ele), Dunkoro( smiter-healer) and Master. I positioned them exactly like you indicated in the screenshots and Duncan was dead within 15 mins.
I left the henchies where yours are, placed Zhed where your ranger is, Dunkoro next to Zhed but not too close and then Master where your necro is. And hell, everything went smoothly. The henchies were just at the back, healing and resing. Lina occasionaly cast prot spirit. Zhed and Master both died only once and were immediately resed by the monks at the back. Dunkoro was also acting as healing support and attacked too.
Heroes main skills:
Dunkoro:
Bane sig
LOD
Healing ribbon
Sig of rejuvenation
Mark of pain
Smite
Reversal of damage
Zhed
Meteor shower
Reckless haste
Searing flames
Churning earth
Liquid flame
Master:
Ulcerus lungs
Sig of sorrows
sig of lost souls
Spoil victor
Lifebane strike
Order or pain
I was the warrior and since I needed a body I decided to sacrifice myself. I went in with pain inverter, which chipped a bit of his life away and then Duncan killed me after a minute. From that point, because the other monks were too far to res me anyway, I decided to control my heroes' attacks.
Dunkoro acted as a healing, attack and protect support. I also timed Zhed's nuking and that helped a lot too. Whenever Duncan was knocked down by the shower, I'd make Master cast Ulcerus Lungs on him. Then Lifebane strike. Spoil victor is definitely a must at this stage. When Master was low on enrgy I'd make him spam sig of sorrow.
Churning earth caused Duncan to run away a few times before returning to his spot and I found it a bit frustrating since the heroes would stop attacking and somehow join the henchies at the back. Fearing that Duncan would slowly gain his health back again, I had to click on meteor shower or bane and they'd go back to their position and attack Duncan again.
I sigh with relief once we were done. I had given myself 30 mins to beat him since I brought 30 mins consumables with me, apart from powerstone of courage.
Before attacking Duncan, consumables that I applied on the party: Powerstone of Courage, Grail of Might, armor of salvation and Essence of celerity and with all of those, we terminated him in 15 mins.
So yeah we did it. I can rest now.
And I'm not going back there again!
Thanks a lot Kyrikell