Is there an easy way to do this?
I'm up to vanquishing the area's that have several groups of these guys in them and suffice to say for such a small group they certainly pack a powerful punch.
The Djinn is no problem - 1 pain inverter and he goes down, what is the problem is the idiotically fast casting of multiple energy surges and energy burns - energy denial and aoe damage is insanely bad for henches and hero's. Even my main with nearly 600hp can only take so much damage since it is all armour ignoring.
Ive tried interrupt rangers and my own mesmers but they cant stave off the multiple castings - always seem to die or lose half the group at these guys.
Any tips?
Shutting down Ruby Djinn / Roaring Ether Groups (HM)
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Yeah the recent buff to e-surge and e-burn can be quite nasty. I havent played PvE in that area since the update, I imagine that Fertile Season (Ranger Spirit) could give you the HP needed to survive the initial impact long enough to get your HP back up and hopefully that will be enough.
Your other option is to use some negative weapon sets (get your energy as low as possible) and with your low energy character run in first and absorb the initial E-surges/burns and you will take considerably less damage that way.
Your other option is to use some negative weapon sets (get your energy as low as possible) and with your low energy character run in first and absorb the initial E-surges/burns and you will take considerably less damage that way.
Minions. Simply put, more targets = less dead party members.
Other than that, try to send in a lone tank first. A warrior won't take as much damage from e-denial skills due to a low energy pool, and the rest of the party will have a much better chance of avoiding such skills because they're coming in behind the warrior.
Also, you might want to hide/protect your elementalists. AI seems to know who's got the highest energy pool, and that can spell a quick wipe if the whole party's bunched up while the Ele gets hit with multiple Energy Surges.
Other than that, try to send in a lone tank first. A warrior won't take as much damage from e-denial skills due to a low energy pool, and the rest of the party will have a much better chance of avoiding such skills because they're coming in behind the warrior.
Also, you might want to hide/protect your elementalists. AI seems to know who's got the highest energy pool, and that can spell a quick wipe if the whole party's bunched up while the Ele gets hit with multiple Energy Surges.
Hire a Glyph of Swiftness - Obsidian Flesh elementalist to solo all djinn/ether mobs while the rest of the party takes care of other monsters 
I used to farm The Mirror of Lyss HM long before GW:EN was out and you had to use Serpent's Quickness to turbocharge OF, and the build easily soloed all ethers and E and D djinns.

I used to farm The Mirror of Lyss HM long before GW:EN was out and you had to use Serpent's Quickness to turbocharge OF, and the build easily soloed all ethers and E and D djinns.
I used to do LB farming runs in Hard Mode in Mirror of Lyss, from Dz. Bastion all the way over to the Yammiron Ether Lord mesmer boss. I just ran my usual HM team: me (fire or air ele - if air, I had lots of blind and weakness), MoW as SS, Olias as MM, Norgu as Power Block domination mes with interrupts (he is very good at P-Block), two monk hench, two melee hench.
The key, really, is flagging your team so they aren't near each other. It really mitigates the damage from E-Surge to manageable levels. I used to flag everyone basically in a semi-circle. I also had Protective Spirit on myself, so that when I pulled the groups toward us I didn't get insta-killed. Anyway, having to flag your team for just about every encounter gets tedious, but it works. Get the Ruby Djinns first, obviously, and then if you do it right (which comes with practice), you can take down all three Roaring Ethers virtually simultaneously so that none of them has a chance to use its res sig. Just target one for the H/H to focus on, while you switch between the other two - they all will go down at about the same time. Even if they all get to use their res sigs, though, with the team flagged apart, you can still kill them all with no problem. Good luck.
Hidden City, by the way, is different/harder because of the sheer number of djinns and shortage of roaring ether corpses for a MM, so a different team build is needed there.
The key, really, is flagging your team so they aren't near each other. It really mitigates the damage from E-Surge to manageable levels. I used to flag everyone basically in a semi-circle. I also had Protective Spirit on myself, so that when I pulled the groups toward us I didn't get insta-killed. Anyway, having to flag your team for just about every encounter gets tedious, but it works. Get the Ruby Djinns first, obviously, and then if you do it right (which comes with practice), you can take down all three Roaring Ethers virtually simultaneously so that none of them has a chance to use its res sig. Just target one for the H/H to focus on, while you switch between the other two - they all will go down at about the same time. Even if they all get to use their res sigs, though, with the team flagged apart, you can still kill them all with no problem. Good luck.

Hidden City, by the way, is different/harder because of the sheer number of djinns and shortage of roaring ether corpses for a MM, so a different team build is needed there.
T
Minions won't help here. Most elementals don't leave corpses.
Garden of Seborhin and Ahdashim were horrible. I have Vanquished them. I recommend a protective layer of either Water Ele with Ward Against Harm (or a Rt with Shelter). You can absorb several Searing Flames hits with this, giving you the time to take out Ruby Djinns.
I find the Roaring Ether really horrible, especially in numbers. A Ranger with Frozen Soil and Broad Head Arrow is really useful. And, if you have the Water Ele as I suggested above.... Rust is just GREAT for interfering with the annoying Res Signets of the Roaring Ethers. Note also Rust pwns Stoneaxe Hekets with Heal Sig.
Also VERY annoying are Diamond Djinn. They are extremely heavily armoured and spam Spear of Lighting, plus health regen shouts. Try to have some way of inflicting Cracked Armour and (if there's room) some way of reducing the spike damage from S.O.L. Protective Spirit, Spirit Bond, Shelter (again).... these work. Unfortunately you still have to leave these until last with the threat from the Roarings and the Rubies.
Good luck.
BTW if you are Vanquishing and fancy doing Joko's Domain together (it's hideous) then please send me a PM.
Garden of Seborhin and Ahdashim were horrible. I have Vanquished them. I recommend a protective layer of either Water Ele with Ward Against Harm (or a Rt with Shelter). You can absorb several Searing Flames hits with this, giving you the time to take out Ruby Djinns.
I find the Roaring Ether really horrible, especially in numbers. A Ranger with Frozen Soil and Broad Head Arrow is really useful. And, if you have the Water Ele as I suggested above.... Rust is just GREAT for interfering with the annoying Res Signets of the Roaring Ethers. Note also Rust pwns Stoneaxe Hekets with Heal Sig.
Also VERY annoying are Diamond Djinn. They are extremely heavily armoured and spam Spear of Lighting, plus health regen shouts. Try to have some way of inflicting Cracked Armour and (if there's room) some way of reducing the spike damage from S.O.L. Protective Spirit, Spirit Bond, Shelter (again).... these work. Unfortunately you still have to leave these until last with the threat from the Roarings and the Rubies.
Good luck.
BTW if you are Vanquishing and fancy doing Joko's Domain together (it's hideous) then please send me a PM.
T
There's many ways to bake a pudding, but here's how I did Gardens of Seborhin. The team build evolved over 3 attempts. It really sux, that area, so I took a shot in case someone like you asked!
http://usera.imagecave.com/torqual/gw516.jpg
Note the Monkoro with Aegis, LOD and Extinguish.
Last tip on the Roaring Ethers.....if they are in a pair, and you kill one, make sure you stay on that target and kill it again straight away as soon as it is resurrected. If you switch to the other, you'll be effectively killing 4 Roarings instead of 3 in my method. This of course presumes that Frozen Soil/Rust hasn't done its job.
http://usera.imagecave.com/torqual/gw516.jpg
Note the Monkoro with Aegis, LOD and Extinguish.
Last tip on the Roaring Ethers.....if they are in a pair, and you kill one, make sure you stay on that target and kill it again straight away as soon as it is resurrected. If you switch to the other, you'll be effectively killing 4 Roarings instead of 3 in my method. This of course presumes that Frozen Soil/Rust hasn't done its job.
I find the next best thing to an obsidian tank, is a tank with Defiant Was Xinrae, it'll disable their spells long enough for the rest of the team to kill them, however if anything goes wrong be sure to have 2 LoD monks handy to spam LoD.
I found it much easier with 2 people and 6 heroes (one tank with Defiant Was Xinrae, 2 LoD/protect monks and 5 SF eles)
I found it much easier with 2 people and 6 heroes (one tank with Defiant Was Xinrae, 2 LoD/protect monks and 5 SF eles)
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When i was Vanquishing those places i used Elemental Resistance on all party members (with it u get like 50 dmg from a SF) i was playin with a friend and we took 3 tanks (heroes) packed with interupts and just pushed them into the frontline while me (Necro) and friend (Ele) covered, SS, Insidious P.Enefeeble, MS, SF complete package we had a ranger with BHA, Epidemic and some traps to slow them down, and two monks (prot & heal) both equiped with Extinguish!
Dasha Vestibule was pretty tough to Vanquish but we managed by flagin` a hero without rez away from battle and repeating heavy spots !
Dasha Vestibule was pretty tough to Vanquish but we managed by flagin` a hero without rez away from battle and repeating heavy spots !
