When fighting the Charr, try taking:
Ward against Harm {E} - provides +54 AL vs Fire (at 13 Fire Magic)
Frozen Soil - your team should not suffer any deaths with a min of 114 AL
Interrupts - shut down MS and healing
Spiteful Spirit - a no-brainer in pretty much all HM areas
Against the Jotun and the rest of Varajar Fells, Sab's tri-necro build does fine.
Hard mode Gwen.
JoeKnowMo
GaladrielMoloch
Quote:
Originally Posted by JoeKnowMo
When fighting the Charr, try taking:
Ward against Harm {E} - provides +54 AL vs Fire (at 13 Fire Magic) huh o.O Ward Against Harm is water based, though it is nice.
Vanquished Grothmar pretty easily using Human Ranger w/Greater Conflag/Volley, Mark of Rod/Glyph + a few Asuran skills, N/Rt JB/wells MM, N/Rt Curses necro, Zhed w/Ward of Harm + snares, Cynn, Mhenlo, Herta, Lina
Wierd build but provided a lot of burning on Charr side + mostly fire damage coming at you, WoH + monks were easily able to handle damage. Only tricky bit was the camp group on Eastern side, wiped first time, built up minions again and was able to aggro + flag and get all the charr bunched up in the canyon on minions. Became a war of attrition because of hard rez's on their side but won out in the end.
Otherwise Sabs 3 necs has worked for me in the HM missions for Charr.
Ward against Harm {E} - provides +54 AL vs Fire (at 13 Fire Magic) huh o.O Ward Against Harm is water based, though it is nice.
Vanquished Grothmar pretty easily using Human Ranger w/Greater Conflag/Volley, Mark of Rod/Glyph + a few Asuran skills, N/Rt JB/wells MM, N/Rt Curses necro, Zhed w/Ward of Harm + snares, Cynn, Mhenlo, Herta, Lina
Wierd build but provided a lot of burning on Charr side + mostly fire damage coming at you, WoH + monks were easily able to handle damage. Only tricky bit was the camp group on Eastern side, wiped first time, built up minions again and was able to aggro + flag and get all the charr bunched up in the canyon on minions. Became a war of attrition because of hard rez's on their side but won out in the end.
Otherwise Sabs 3 necs has worked for me in the HM missions for Charr.
Cebe
Quote:
Originally Posted by wolfwing
Heh any tips for this? I can deal with most enemies so far but a few are giving trouble.
Johtan, any group bigger then 3, especially if all/mostly melee just seem to shred everything in their path.
Charr. Is it me or are these the oposite of NM? They were some of the easiest enemies, and now I find they can be tough to kill without losing some enemies, doesn't help that that they have packs of like 5+ archers all in one spot all doing mass spike damage. From what I've experienced, the enemies which caused the greatest pressure on a team are physical damage dealers. Like your melee Jotun dilemma. Almost all of Hard Mode I've played through so far on my Ele I've played a Blnd > Shell Shock > Epidemic build. It neutralises all physical damage enemies. I find it's best to be played by a human though - that way if the melee split up and one goes for a monk whilst another goes for a warrior, I can prioritise the one pounding my monk first.
The thing abut the Charr is that they have a lot of Rangers which causes two main problems:
1. Rangers take substantially less damage from Elementalists, so "nuking" them takes longer than other professions.
2. They don't deal single, large amounts of damage, instead, they deal small packets of damage in large quantities. This makes Protective Spirit less useful. Spirit Bond should work better, but I've not faced many Hard Mode Charr so I can't confirm that either way.
As far as Blinding goes, it will stop them dealing damage through normal attacks, but the Charr Rangers use Ignite Arrows, which activate whether the arrow hits or not. From what I've experienced, there are three ways of dealing with this...one is to have everyone stand well apart so that 5 Rangers using Ignite doesn't wipe out your party...one person is easier to protect and heal up than 8. Another method is to use Wards such as Ward Against Harm, or Ward Against Elements and use a Rit with Union at the back to try to negate as much damage as possible. A third alternative is to have a MM build up minions. Send the minions in and cast Pain Inverter on the Rangers...when they hit the minions with Ignite they take a shed load of damage back from it.
Johtan, any group bigger then 3, especially if all/mostly melee just seem to shred everything in their path.
Charr. Is it me or are these the oposite of NM? They were some of the easiest enemies, and now I find they can be tough to kill without losing some enemies, doesn't help that that they have packs of like 5+ archers all in one spot all doing mass spike damage. From what I've experienced, the enemies which caused the greatest pressure on a team are physical damage dealers. Like your melee Jotun dilemma. Almost all of Hard Mode I've played through so far on my Ele I've played a Blnd > Shell Shock > Epidemic build. It neutralises all physical damage enemies. I find it's best to be played by a human though - that way if the melee split up and one goes for a monk whilst another goes for a warrior, I can prioritise the one pounding my monk first.
The thing abut the Charr is that they have a lot of Rangers which causes two main problems:
1. Rangers take substantially less damage from Elementalists, so "nuking" them takes longer than other professions.
2. They don't deal single, large amounts of damage, instead, they deal small packets of damage in large quantities. This makes Protective Spirit less useful. Spirit Bond should work better, but I've not faced many Hard Mode Charr so I can't confirm that either way.
As far as Blinding goes, it will stop them dealing damage through normal attacks, but the Charr Rangers use Ignite Arrows, which activate whether the arrow hits or not. From what I've experienced, there are three ways of dealing with this...one is to have everyone stand well apart so that 5 Rangers using Ignite doesn't wipe out your party...one person is easier to protect and heal up than 8. Another method is to use Wards such as Ward Against Harm, or Ward Against Elements and use a Rit with Union at the back to try to negate as much damage as possible. A third alternative is to have a MM build up minions. Send the minions in and cast Pain Inverter on the Rangers...when they hit the minions with Ignite they take a shed load of damage back from it.
bungusmaximus
Quote:
Originally Posted by Celestial Beaver
2. They don't deal single, large amounts of damage, instead, they deal small packets of damage in large quantities. This makes Protective Spirit less useful. Spirit Bond should work better, but I've not faced many Hard Mode Charr so I can't confirm that either way.
[wiki]Spirit bond[/wiki] also requires quite large damage packets, I think you mean [wiki]shield of absorption[/wiki] instead, the perfect spell against small spam damage and DoT nukes.
Run a char at 600 health and PS will trigger from damage packets larger then 60, same with spirit bond. Only difference is spirit bond makes bars go up nonetheless, despite much shorter duration.
Run a char at 600 health and PS will trigger from damage packets larger then 60, same with spirit bond. Only difference is spirit bond makes bars go up nonetheless, despite much shorter duration.
Sheriff
Last sunday I decided to fill an HM Herobook from scratch and it wasn't that hard. Some details:
1) I used Sab's builds without any specific tweaking. Not even Frozen Soil vs Charr for example
2) I did 15 out of the 16 pages. I didn't want to put up with Gadd's Iron Mist antics
3) I went through around 40 4-leaf clovers total
4) Warband of Brothers was the worst quest, closely followed by Destruction Depths (I hate the norn room, in hard OR normal mode!)
So I don't think it's really that unbalanced.
1) I used Sab's builds without any specific tweaking. Not even Frozen Soil vs Charr for example
2) I did 15 out of the 16 pages. I didn't want to put up with Gadd's Iron Mist antics
3) I went through around 40 4-leaf clovers total
4) Warband of Brothers was the worst quest, closely followed by Destruction Depths (I hate the norn room, in hard OR normal mode!)
So I don't think it's really that unbalanced.
bungusmaximus
I have discovered a new hobby, raptor farming ^^. These raptors go down before you can say 'poo' with reckless haste and spiteful spirit. Their natural attack speed is already ridiculously high, go figure .
Cebe
Quote:
Originally Posted by bungusmaximus
[wiki]Spirit bond[/wiki] also requires quite large damage packets, I think you mean [wiki]shield of absorption[/wiki] instead, the perfect spell against small spam damage and DoT nukes.
Run a char at 600 health and PS will trigger from damage packets larger then 60, same with spirit bond. Only difference is spirit bond makes bars go up nonetheless, despite much shorter duration. What I meant was, Charr deal a lot of damage in a way which doesn't make Protective Spirit Trigger. I would have thought that an Ignite-Conjure-Dual Shot would easily deal 60 damage and cause Spirit Bond to trigger?
*shrugs*
Shield of Absorption would work too.
Run a char at 600 health and PS will trigger from damage packets larger then 60, same with spirit bond. Only difference is spirit bond makes bars go up nonetheless, despite much shorter duration. What I meant was, Charr deal a lot of damage in a way which doesn't make Protective Spirit Trigger. I would have thought that an Ignite-Conjure-Dual Shot would easily deal 60 damage and cause Spirit Bond to trigger?
*shrugs*
Shield of Absorption would work too.
blue.rellik
Quote:
Originally Posted by Celestial Beaver
What I meant was, Charr deal a lot of damage in a way which doesn't make Protective Spirit Trigger. I would have thought that an Ignite-Conjure-Dual Shot would easily deal 60 damage and cause Spirit Bond to trigger?
*shrugs*
Shield of Absorption would work too. Before the recent nerf-update to Conjures, they probably wouldn't trigger Spirit Bond since the conjure damage was a seperate damage packet but now it's part of the attack itself and would cause conjure to trigger
*shrugs*
Shield of Absorption would work too. Before the recent nerf-update to Conjures, they probably wouldn't trigger Spirit Bond since the conjure damage was a seperate damage packet but now it's part of the attack itself and would cause conjure to trigger