need guide abt slaver's exile and any other dungeons
iamsoonoob
hi,thr.i dont know this whether this thread had been posted b4 but i still need some guide on it.does these dungeons really can be done with only heroes+henchies???and can it be done without using any consumeables in the NM?
anyone here who had done this b4 with heroes,can help me out by posting out the heroes build/heroes equipment and what hench should take to the dungeon?
any help would be appreciated.
anyone here who had done this b4 with heroes,can help me out by posting out the heroes build/heroes equipment and what hench should take to the dungeon?
any help would be appreciated.
Trueslash Noobfoot
>_> Look in the forums. Loads of threads to help you.
iamsoonoob
yes,i do see the thread posted in here.i did follow the guide thr but seem it didnt help me much.i always end up dying in the middle of the dungeon.
some of them say need very careful pulling and i also do the same thing but it also dont work well for me especially in slaver's exile NM.
i really getting frustated abt doing this with heroes+henchies.maybe i not so well in controlling heroes and henchies in dungeon.i'm so hopeless now
some of them say need very careful pulling and i also do the same thing but it also dont work well for me especially in slaver's exile NM.
i really getting frustated abt doing this with heroes+henchies.maybe i not so well in controlling heroes and henchies in dungeon.i'm so hopeless now
Trueslash Noobfoot
Just use a PUG. The last resort to ANYthing :S or the first thing you do depends on how social and technical/practical you are.
bifter
I used different builds for different dungeons in slavers, but I did them all with heroes. It really is just a case of good pulling + frozen soil.
Good pulling: make sure you only fight one group at a time; place your frozen soil spirit carefully so it isn't a frontline target or in the likely aoe from warders; refresh your frozen soil if necessary during the fight; kill defenders / priests / zealots first. I found it was a good move to place your spirit in a cranny, behind a pillar or something, then move half an aggro bubble forward and flag your whole team / lay wards - ping the group that you want to fight with a bow and you should end up with everyone fighting in the wards, shortly in front of the spirit (so still in its range). After that it's a pretty easy proposition. I didn't have to spread out the team in any slavers area (not even forgewight - I just ran as water ele with ward against harm)
Good pulling: make sure you only fight one group at a time; place your frozen soil spirit carefully so it isn't a frontline target or in the likely aoe from warders; refresh your frozen soil if necessary during the fight; kill defenders / priests / zealots first. I found it was a good move to place your spirit in a cranny, behind a pillar or something, then move half an aggro bubble forward and flag your whole team / lay wards - ping the group that you want to fight with a bow and you should end up with everyone fighting in the wards, shortly in front of the spirit (so still in its range). After that it's a pretty easy proposition. I didn't have to spread out the team in any slavers area (not even forgewight - I just ran as water ele with ward against harm)
iamsoonoob
Quote:
Originally Posted by bifter
I used different builds for different dungeons in slavers, but I did them all with heroes. It really is just a case of good pulling + frozen soil.
Good pulling: make sure you only fight one group at a time; place your frozen soil spirit carefully so it isn't a frontline target or in the likely aoe from warders; refresh your frozen soil if necessary during the fight; kill defenders / priests / zealots first. I found it was a good move to place your spirit in a cranny, behind a pillar or something, then move half an aggro bubble forward and flag your whole team / lay wards - ping the group that you want to fight with a bow and you should end up with everyone fighting in the wards, shortly in front of the spirit (so still in its range). After that it's a pretty easy proposition. I didn't have to spread out the team in any slavers area (not even forgewight - I just ran as water ele with ward against harm)
yeah those stone summits are pain especially those interrupt and their eles
too.touchers in selvetarm kind hard to kill too and they always end up my group in a blink of an eye.
btw,does ward against harm work in these dungeon?and will heroes use it wisely?
Good pulling: make sure you only fight one group at a time; place your frozen soil spirit carefully so it isn't a frontline target or in the likely aoe from warders; refresh your frozen soil if necessary during the fight; kill defenders / priests / zealots first. I found it was a good move to place your spirit in a cranny, behind a pillar or something, then move half an aggro bubble forward and flag your whole team / lay wards - ping the group that you want to fight with a bow and you should end up with everyone fighting in the wards, shortly in front of the spirit (so still in its range). After that it's a pretty easy proposition. I didn't have to spread out the team in any slavers area (not even forgewight - I just ran as water ele with ward against harm)
yeah those stone summits are pain especially those interrupt and their eles
too.touchers in selvetarm kind hard to kill too and they always end up my group in a blink of an eye.
btw,does ward against harm work in these dungeon?and will heroes use it wisely?
kenichiukiya
For Selvetarm and justiciar thommis just use Sab's 3 necro build + frozen soil. (for NM) and all the strategy that bifter posted. I always never bother to do forgewight n duncan =P
street peddler
youre better off just going with a real, cookie cutter group.
Joey Of MU
You don't even need frozen soil for this, I've done rand+thommis and selvetarm with h/h. I'm a warrior and I use Sab's 3 necros builds, 2 monk hench, earth hench and interupt hench. Simply stick pain inverter on the warder as you enter combat then that goes boom then attack the defender till it dies. If you can't score a kill then build up adrenaline then unleash it all on an nearby foe, Finish Him works great with that. The most important thing is learning how to pull well.
Fionn Falaich
I'll second (or third?) the statement that Sab's 3-necro build works well for Thommis/Rand and Selvetarm. It's not necessarily "easy" as in pre-searing easy, but it is certainly straightforward. Just keep damaging them until they go down. Defenders first, then priests, then the rest. I like to take out the Summoners early, as well. I play as fire ele with Mhenlo, Talon, Cynn, and Herta, and I do flag them somewhat apart to ease the pressure from the aoe spells.
The two cents that I will add to the previous posts is that I do not take Frozen Soil. It doesn't work for me and I just don't like it. It is not necessary. If they res one another, just kill them again. It may take a little longer, but it works better that way for me.
I've only tried Forgewright once, and that was with Sab's build also (myself with Ward against Harm). Failed miserably. I may try to rethink a build for that dungeon someday, but it's not high on my priority list.
The two cents that I will add to the previous posts is that I do not take Frozen Soil. It doesn't work for me and I just don't like it. It is not necessary. If they res one another, just kill them again. It may take a little longer, but it works better that way for me.
I've only tried Forgewright once, and that was with Sab's build also (myself with Ward against Harm). Failed miserably. I may try to rethink a build for that dungeon someday, but it's not high on my priority list.
MelechRic
Frozen Soil is helpful, but not absolutely necessary. What is necessary in places where you have Summit Summoners is some form of corpse control / exploitation. You really really really want to get to those corpses before the Summoners do. If you're bringing an MM then make sure it has 20/20 HCR/HSR wand and foci with bloodstained insignia on a piece of armor. If you don't use an MM then make sure at least something in your party is primary/secondary necro and put putrid explosion and well of darkness on the bar. Some sort of melee hate is wise to bring as well. Enfeebling Blood/Spiteful Spirit/Reckless Haste/Well of Darkness... all good.
I've done really well with Sab's build (which is linked to on the first page of this forum) in Rand and Thommis. It's a little less effective in Selvetarm but still runnable. It will even work in Duncan's dungeon. I can't seem to get any success with it in Forgewight though. The AoE from Flowstones and Burning Spirits just overwhelms minions and renders an MM pretty much useless.
I've also had great success running 2 Channeling Rit heroes with Ancestor's Rage, Spirit Rift and Splinter/Warmonger's weapon. I take two warrior hench and the rit heroes really destroy the mobs. (In Forgewight's dungeon this build works well all the way up to Forgewight himself and then fails miserably in the end.) It's best to run this in Selvetarm/Thommis/Rand.
I've done really well with Sab's build (which is linked to on the first page of this forum) in Rand and Thommis. It's a little less effective in Selvetarm but still runnable. It will even work in Duncan's dungeon. I can't seem to get any success with it in Forgewight though. The AoE from Flowstones and Burning Spirits just overwhelms minions and renders an MM pretty much useless.
I've also had great success running 2 Channeling Rit heroes with Ancestor's Rage, Spirit Rift and Splinter/Warmonger's weapon. I take two warrior hench and the rit heroes really destroy the mobs. (In Forgewight's dungeon this build works well all the way up to Forgewight himself and then fails miserably in the end.) It's best to run this in Selvetarm/Thommis/Rand.
iamsoonoob
today, i did selvetarm without any consumeables in NM prove some small piece of success to me.
me as SS necro+N/RT heroes healer+E/RT shatterstones ele+RT/Mo chaneeling ritualist
hench
-2 monk
-1 earth ele
-1 guardian warrior
nvr got wiped party b4,just some of these heroes/hench die once or twice in the dungeon.maybe today i am just lucky enough to finish the dungeon though but i would try it again once more.
anyways,do you all mind to post up which heroes u take and the skill build here?i need it for reference though will be helpful.
and 1 more,does duncan the black HM possible with just heroes+henchies???i got tried b4 duncan in HM with players,sometimes get party wiped out becoz of those touchers especially.any tip for duncan HM possible with AI?
me as SS necro+N/RT heroes healer+E/RT shatterstones ele+RT/Mo chaneeling ritualist
hench
-2 monk
-1 earth ele
-1 guardian warrior
nvr got wiped party b4,just some of these heroes/hench die once or twice in the dungeon.maybe today i am just lucky enough to finish the dungeon though but i would try it again once more.
anyways,do you all mind to post up which heroes u take and the skill build here?i need it for reference though will be helpful.
and 1 more,does duncan the black HM possible with just heroes+henchies???i got tried b4 duncan in HM with players,sometimes get party wiped out becoz of those touchers especially.any tip for duncan HM possible with AI?
RTSFirebat
I know you asking about other Dungeons, but this is clearly mainly in regards to Slavers' Exile. We already have a massive sticky will all the tips and info you will ever need, no need for another thread:
http://www.guildwarsguru.com/forum/s...php?t=10204919
Closing
http://www.guildwarsguru.com/forum/s...php?t=10204919
Closing