Cathedral of Flames HM 3 man
kielus
Hello fellow GW-Guru's, it's about time i contributed at least something for the community. I can't take credits for the original build itself (as we all know 600/smite is 'ye good old builde'), i just adapted the original build for the specific of Cathedral of Flames Dungeon.
Keep in mind i was using heroes (smiter / ranger) and they were kinda... not pimped, so runes are lacking. Matter of taste if you ask me, works without them at all ;]
I. Why?
II. How?
a. 600 tank
b. smiter
c. ranger
d. overall strategy
III. Hotspots
IV. Screens (to be added)
V. <section for your ideas how to improve the build>
I. Why?
- it's a nice dungeon, filled with packs of mobs that are 'just big enough for 1SB' and small enough not to cause problems if taken in bigger amounts.
- Diessa Chalices/Golden Rin Relics drop there, aswell as Superb Charr Carvings (haven't encountered them myself though)
- Murakai's greens
- Lots of nice gold drops (sephis swords as for example)
- Challenge?
II. How?
As stated before, it's basis is the 600/smiter combo, with added a ranger for qz/eoe support and in case of troublesome charr some dmg support
a. 600
Template: OwAS8YIP1j7qWMikS0H0DAC
Monk/Mesmer
Protection Prayers: 12+3+1
Divine Favor: 12+1 (+3 for blessed aura)
1.Protective Spirit
2.Shield of Absorption
3.Spirit Bond
4.Spell Breaker (e)
5.Blessed Signet
6.Essence Bond
7.Life Attunement
8.Blessed Aura
regular 15 AL set, +20% weapon, i accidentally switched to my Stoneweaver staff (+20, +5al), not much changed so it's matter of taste actually. The +3 divine favor scalp is quite important for precasting Blessed Aura.
b. smiter
Template: OwAT44nCxx6bSqnpE8RIJfIPAA
Monk
Smiting Prayers: 12
Protection Prayers: 10
Divine Favor: 8
1.Castigation Signet
2.Signet of Judgement (e)
3.Signet of Rage
4.Blessed Signet
5.Retribution
6.Holy Wrath
7.Vital Blessing
8.Balthazar's Spirit
i'd advise putting +3+1 on smite, that player has to be in range of bonds most of the time. When troublesome mob stays alive (e.g. Charr Prophet or Blademaster with Healing Signet) his job along with ranger is to finish him off.
c. Ranger
Template: OgMU4ELeVMPQntDyxkY91HXfZCA
Ranger/Monk
Wilderness Survival: 12
Expertise: 9/10
Beast Mastery: 8/9
Smiting Prayers: 2
1.Edge of Extinction
2.Quickening Zephyr
3.Serpent's Quickness
4.Signet of Judgement (e)
5.Castigation Signet
6.Essence Bond
7.Puryfying Veil
8.Rebirth
note: the x/y in stats are depending on your choice, 9 is breakpoint for energy cost so it's better either to add some smiting prayers or beast mastery
well this player's job is quite hard, from his spirit placement depends if he aggroes or not ;] lots of responsibility, cause as we all know undead hurt (sometimes). Anyways his job usually is about to precast bonds, SQ->QZ->QZ->SQ and so on...
While fighting Murakai, there's a stone (on the left), tank stands on the Murakai's side of it few steps away from aggro of the spirits, EoE->SQ->QZ and keep qz/sq up as much as you can. you won't keep it up 100% time, but recharge (of Spell Breaker) makes you happy and always hits when QZ is up ;]
d. overall strategy
it's about throwing all bonds on tank actually, for the two support guys staying back and watching aggro. Tank's job requires most attention (how predictible huh?). and communication between teammates (or flagging and shift-clicking on skills, skill forcing is kinda vital here).
III. Hotspots & tips on fighting certain enemies
1. First level is easy and straightforward, first few groups of undead and one group of charr doesn't pose a threat. When entering a tunnel there'll be one charr and one undead group collision (fight and undead victory), let them fight or if timed right take both groups one after another (SB when in range of QZ, later recast, with good luring 2 SB's in a row are enough)
2. First Boss isn't hard actually, just dont forget to precast blessed aura with correct (divine favor) else you'll get some stress when SB goes down and you'll get enchant stripped.
3. After Boss, proceed with caution as the immobile group with Murakai's (second part of name please?) Dude moves at you (usually results with overaggro and without second SB = interrupts from undead Wraiths (mesmers))
4. pulling both patrol undead groups further and leaving Last Necro boss at dessert. After that few more undead will spawn, ignore them (bug huh?)
5. Second Level - go left, kill two patrols of undead, turn right but avoid the area map group (not needed and may cause trouble cause of prophets)
6. We'll use the poison traps path (saves the darts at the bridges if used left way), Enchanted Foes are main threat here. After killing two groups of Enchanted, there will be popup of undead near the big bowl in middle of poison traps (left part of the path). Kill last Enchanted group and proceed. Turn Right, grab shrine and set up spirits (eoe is advised), keeping SB up while fighting the boss is also handy. Pay attention, as when you enter next cave (near Condamned boss), he'll run at you (bunch of melee foes so might break aggro if too close to smiter/ranger. Down there, there are two undead groups and enchanted one, keep one sb per group (excluding enchanted's) and vs boss and you'll be fine.
7. Tricky, i used to take 5 henchies just in case one mob stays and we can't kill it ^^", so i was able to take out Murakai's Keymaster at the very start of level. If he's not killed you'll just get him later. Grab shrine and head left, kill both undead groups and enter the burning trees area. Take first right and then left (killing undead group). Stick to your side of lava river.
8. If you haven't killed Keymaster of Murakai yet, you'll have to cross the river, mind there is a group of undead and there is a popup of (4?) Lava Blisters, their skillbars are probably as bad as the threat they pose, SB to get rid of pesky degen. Kill Keymaster and get the key (grab shrine if really want these +xx Dwarf pts ;]).
9. When you got to end of the river, cross it on the right side, and use the doors leading uphill (people that done the dungeon should know what i mean, but will add screens later on), keep the left side of wall, taking one group of undead, later if you want to make yourself comfortable you can take enchanted dudes.
10. Murakai's Servant can be pain, due to never ending respawn of mobs and annoying poison darts. QZ should be placed just at the door, so tank can recast SB in QZ range (3 SB's should do the trick, counting the time if bodyblocked).
11. Get out, take left, left, right (2-3 undead groups + 1 enchanted if not killed earlier) Fire Darts area can be pain. Use Vital Blessing on all party members, For tank it's best to just use Spirit Bond on himself (enough outheal), and just in case on other party members. Run upstairs (turn left and use the side stairs), stop past the flame jet, before the geyser to regen and recast bonds. Later it's walk in the park, use left way, kill both groups of bone fiends
12. Plant the spirits before the stones, tank casts ps -> blessed -> sb (when qz is up), aggroes murakai. If you want some stress/fun/quicker you can aggro the fiends that are ahead of you (past murakai so watch your aggro, best just after having killed the summons). Keep QZ, PS and SB & SB up to counter dmg taken (she can hit for 200 :P) and watch your aggro. She takes about 1minute to take down (yeye i know it's long but easy anyways). Take your loot and enjoy
Undead - They guys we don't like here are Mesmers and Warriors, Warriors use Savage Slash (noticed it's used as first attack, so time your casts, or later on; thus later on usually means death for them so no worries), mesmers interrupt, though you can stay alive by using Spirit Bond only (remember, recasting while it's duration will only reset the 8second last time, won't reset the 10 hits counter!). For the regular groups one Spell Breaker is enough (still using QZ before SB is advised, speeds up the recharge and allows you to save some time ;]
Enchanted - They hit hard and fast so coordinating your SoA/SB recast is important, they don't cast spells so you can skip SpellBreaker. Assassins use Disrupting Stab as Lead Attack and seem to have fairly high dual strike rate (better for us ehh? ;] ), cast PS -> and SoA at the very aggro bubble, then make few steps and aggro -> SB. After first SoA there's usually only ranged guys alive (and few hammers). You can take few groups at time, just watch not to overaggro melee guys so you won't have a Dagger all of the sudden interrupting your SoA.
Charr - Prophets have nasty skillbars vs 600/smite, hopefully you should (with timing kd's and such) be able to kill them with this setup. Blademasters use Healing Signet spam, so also time when he's on 'rage' (^^) and goes bit lower than usual (H-Sig recharge), then throw all you got from your siggys at him. Other Charr groups don't pose a threat (except Dominators for ench removal and rezzing but that's more like 'meh')
End Note:
i've done the dungeon NM, and have to say it was harder due to lack of dmg (= less healing). My average now (with heroes) is ~50 minutes, i could go ~40 perhaps if i didn't die few times (overaggro/interrupt/the undead popup i always forget about on second level) or flagged wrong.
Why Puryfying Veil? i had no clue what to put (of course i could throw bane signet or signet of rage but hey we all want to be original/creative huh? :P)
Hope someone makes some use of the guide, it's my first one and yet i'm happy with my hero drops. You could clear whole levels for more drops, won't take that much time.
i really await some criticism ;]
Keep in mind i was using heroes (smiter / ranger) and they were kinda... not pimped, so runes are lacking. Matter of taste if you ask me, works without them at all ;]
I. Why?
II. How?
a. 600 tank
b. smiter
c. ranger
d. overall strategy
III. Hotspots
IV. Screens (to be added)
V. <section for your ideas how to improve the build>
I. Why?
- it's a nice dungeon, filled with packs of mobs that are 'just big enough for 1SB' and small enough not to cause problems if taken in bigger amounts.
- Diessa Chalices/Golden Rin Relics drop there, aswell as Superb Charr Carvings (haven't encountered them myself though)
- Murakai's greens
- Lots of nice gold drops (sephis swords as for example)
- Challenge?
II. How?
As stated before, it's basis is the 600/smiter combo, with added a ranger for qz/eoe support and in case of troublesome charr some dmg support
a. 600
Template: OwAS8YIP1j7qWMikS0H0DAC
Monk/Mesmer
Protection Prayers: 12+3+1
Divine Favor: 12+1 (+3 for blessed aura)
1.Protective Spirit
2.Shield of Absorption
3.Spirit Bond
4.Spell Breaker (e)
5.Blessed Signet
6.Essence Bond
7.Life Attunement
8.Blessed Aura
regular 15 AL set, +20% weapon, i accidentally switched to my Stoneweaver staff (+20, +5al), not much changed so it's matter of taste actually. The +3 divine favor scalp is quite important for precasting Blessed Aura.
b. smiter
Template: OwAT44nCxx6bSqnpE8RIJfIPAA
Monk
Smiting Prayers: 12
Protection Prayers: 10
Divine Favor: 8
1.Castigation Signet
2.Signet of Judgement (e)
3.Signet of Rage
4.Blessed Signet
5.Retribution
6.Holy Wrath
7.Vital Blessing
8.Balthazar's Spirit
i'd advise putting +3+1 on smite, that player has to be in range of bonds most of the time. When troublesome mob stays alive (e.g. Charr Prophet or Blademaster with Healing Signet) his job along with ranger is to finish him off.
c. Ranger
Template: OgMU4ELeVMPQntDyxkY91HXfZCA
Ranger/Monk
Wilderness Survival: 12
Expertise: 9/10
Beast Mastery: 8/9
Smiting Prayers: 2
1.Edge of Extinction
2.Quickening Zephyr
3.Serpent's Quickness
4.Signet of Judgement (e)
5.Castigation Signet
6.Essence Bond
7.Puryfying Veil
8.Rebirth
note: the x/y in stats are depending on your choice, 9 is breakpoint for energy cost so it's better either to add some smiting prayers or beast mastery
well this player's job is quite hard, from his spirit placement depends if he aggroes or not ;] lots of responsibility, cause as we all know undead hurt (sometimes). Anyways his job usually is about to precast bonds, SQ->QZ->QZ->SQ and so on...
While fighting Murakai, there's a stone (on the left), tank stands on the Murakai's side of it few steps away from aggro of the spirits, EoE->SQ->QZ and keep qz/sq up as much as you can. you won't keep it up 100% time, but recharge (of Spell Breaker) makes you happy and always hits when QZ is up ;]
d. overall strategy
it's about throwing all bonds on tank actually, for the two support guys staying back and watching aggro. Tank's job requires most attention (how predictible huh?). and communication between teammates (or flagging and shift-clicking on skills, skill forcing is kinda vital here).
III. Hotspots & tips on fighting certain enemies
1. First level is easy and straightforward, first few groups of undead and one group of charr doesn't pose a threat. When entering a tunnel there'll be one charr and one undead group collision (fight and undead victory), let them fight or if timed right take both groups one after another (SB when in range of QZ, later recast, with good luring 2 SB's in a row are enough)
2. First Boss isn't hard actually, just dont forget to precast blessed aura with correct (divine favor) else you'll get some stress when SB goes down and you'll get enchant stripped.
3. After Boss, proceed with caution as the immobile group with Murakai's (second part of name please?) Dude moves at you (usually results with overaggro and without second SB = interrupts from undead Wraiths (mesmers))
4. pulling both patrol undead groups further and leaving Last Necro boss at dessert. After that few more undead will spawn, ignore them (bug huh?)
5. Second Level - go left, kill two patrols of undead, turn right but avoid the area map group (not needed and may cause trouble cause of prophets)
6. We'll use the poison traps path (saves the darts at the bridges if used left way), Enchanted Foes are main threat here. After killing two groups of Enchanted, there will be popup of undead near the big bowl in middle of poison traps (left part of the path). Kill last Enchanted group and proceed. Turn Right, grab shrine and set up spirits (eoe is advised), keeping SB up while fighting the boss is also handy. Pay attention, as when you enter next cave (near Condamned boss), he'll run at you (bunch of melee foes so might break aggro if too close to smiter/ranger. Down there, there are two undead groups and enchanted one, keep one sb per group (excluding enchanted's) and vs boss and you'll be fine.
7. Tricky, i used to take 5 henchies just in case one mob stays and we can't kill it ^^", so i was able to take out Murakai's Keymaster at the very start of level. If he's not killed you'll just get him later. Grab shrine and head left, kill both undead groups and enter the burning trees area. Take first right and then left (killing undead group). Stick to your side of lava river.
8. If you haven't killed Keymaster of Murakai yet, you'll have to cross the river, mind there is a group of undead and there is a popup of (4?) Lava Blisters, their skillbars are probably as bad as the threat they pose, SB to get rid of pesky degen. Kill Keymaster and get the key (grab shrine if really want these +xx Dwarf pts ;]).
9. When you got to end of the river, cross it on the right side, and use the doors leading uphill (people that done the dungeon should know what i mean, but will add screens later on), keep the left side of wall, taking one group of undead, later if you want to make yourself comfortable you can take enchanted dudes.
10. Murakai's Servant can be pain, due to never ending respawn of mobs and annoying poison darts. QZ should be placed just at the door, so tank can recast SB in QZ range (3 SB's should do the trick, counting the time if bodyblocked).
11. Get out, take left, left, right (2-3 undead groups + 1 enchanted if not killed earlier) Fire Darts area can be pain. Use Vital Blessing on all party members, For tank it's best to just use Spirit Bond on himself (enough outheal), and just in case on other party members. Run upstairs (turn left and use the side stairs), stop past the flame jet, before the geyser to regen and recast bonds. Later it's walk in the park, use left way, kill both groups of bone fiends
12. Plant the spirits before the stones, tank casts ps -> blessed -> sb (when qz is up), aggroes murakai. If you want some stress/fun/quicker you can aggro the fiends that are ahead of you (past murakai so watch your aggro, best just after having killed the summons). Keep QZ, PS and SB & SB up to counter dmg taken (she can hit for 200 :P) and watch your aggro. She takes about 1minute to take down (yeye i know it's long but easy anyways). Take your loot and enjoy
Undead - They guys we don't like here are Mesmers and Warriors, Warriors use Savage Slash (noticed it's used as first attack, so time your casts, or later on; thus later on usually means death for them so no worries), mesmers interrupt, though you can stay alive by using Spirit Bond only (remember, recasting while it's duration will only reset the 8second last time, won't reset the 10 hits counter!). For the regular groups one Spell Breaker is enough (still using QZ before SB is advised, speeds up the recharge and allows you to save some time ;]
Enchanted - They hit hard and fast so coordinating your SoA/SB recast is important, they don't cast spells so you can skip SpellBreaker. Assassins use Disrupting Stab as Lead Attack and seem to have fairly high dual strike rate (better for us ehh? ;] ), cast PS -> and SoA at the very aggro bubble, then make few steps and aggro -> SB. After first SoA there's usually only ranged guys alive (and few hammers). You can take few groups at time, just watch not to overaggro melee guys so you won't have a Dagger all of the sudden interrupting your SoA.
Charr - Prophets have nasty skillbars vs 600/smite, hopefully you should (with timing kd's and such) be able to kill them with this setup. Blademasters use Healing Signet spam, so also time when he's on 'rage' (^^) and goes bit lower than usual (H-Sig recharge), then throw all you got from your siggys at him. Other Charr groups don't pose a threat (except Dominators for ench removal and rezzing but that's more like 'meh')
End Note:
i've done the dungeon NM, and have to say it was harder due to lack of dmg (= less healing). My average now (with heroes) is ~50 minutes, i could go ~40 perhaps if i didn't die few times (overaggro/interrupt/the undead popup i always forget about on second level) or flagged wrong.
Why Puryfying Veil? i had no clue what to put (of course i could throw bane signet or signet of rage but hey we all want to be original/creative huh? :P)
Hope someone makes some use of the guide, it's my first one and yet i'm happy with my hero drops. You could clear whole levels for more drops, won't take that much time.
i really await some criticism ;]
Butters1110
You can do this without the ranger. You might die once or twice, but the other monk has rebirth so it really doesnt matter.
insightful moth
As posted above, the ranger is not needed to complete the run.
In hard mode if you swap blessed sig for serpents quickness on the tank you can easily chain your shield of absorption for long enough to kill a group.
In hard mode if you swap blessed sig for serpents quickness on the tank you can easily chain your shield of absorption for long enough to kill a group.
kielus
ranger is to make it all smooth vs murakai actually as the storm of souls can be pain (well you could go and wall hide for 10 sec whilst dazed).
+ how much longer does it take? and you tested it? (i take it as you did)
i take it that you put SQ instead Blessed Sig in tank's build and Rebirth instead one of dmg signets or Blessed Sig in smiter's build? Well thx for credits ;] got to try that out
+ how much longer does it take? and you tested it? (i take it as you did)
i take it that you put SQ instead Blessed Sig in tank's build and Rebirth instead one of dmg signets or Blessed Sig in smiter's build? Well thx for credits ;] got to try that out
Trevor The Wave
instead of bringing SoJ on the bonder, bring RC and when he uses storm of souls the bonder monk can switch to his high energy set and use rc.
That way you wont need a ranger.
That way you wont need a ranger.
Omega Finale
Been doing this since HM came out for EotN as 2 man, one being Ogden as a smiter. Obviously a few enchantments swapped about to suit, and as the tank, I prefer them to take Mantra of Resolve to prevent interrupts such as: Disrupting Stab (Enchanted Daggers), Savage Slash (Restless Spirit[Warrior], Crypt Ghoul) and The Crypt Wraiths' numerous interrupts should it be alive when Spellbreaker ends.
But yeah, a ranger isn't really neccessary at all, and so long as it's only the tank in Murakai's aggro, while Spellbreaker is active, it will cause Murakai's Consumption to fail. Provided the tank uses Spellbreaker as soon as it's recharged, and the smiting monk has 15-16 Smiting, she will be dead before her bar is charged.
With a hero bonder, can do all the way upto Murakai and kill her in 36 minutes taking into account a possible wipe or break. That's going at a good pace and missing out of the way mobs, which is no fun, they must all die.
Only thing that would cause hassle is a Charr Mender. If they don't die outright, and end up being the only foe left, I personally enjoy luring a group of undead to him.
Here are 2 screens from a 2 weeks ago:
http://i40.photobucket.com/albums/e2...nale/gw054.jpg
http://i40.photobucket.com/albums/e2...nale/gw053.jpg
Nice guide though, well explained and has the route through the cathedral in detail.
But yeah, a ranger isn't really neccessary at all, and so long as it's only the tank in Murakai's aggro, while Spellbreaker is active, it will cause Murakai's Consumption to fail. Provided the tank uses Spellbreaker as soon as it's recharged, and the smiting monk has 15-16 Smiting, she will be dead before her bar is charged.
With a hero bonder, can do all the way upto Murakai and kill her in 36 minutes taking into account a possible wipe or break. That's going at a good pace and missing out of the way mobs, which is no fun, they must all die.
Only thing that would cause hassle is a Charr Mender. If they don't die outright, and end up being the only foe left, I personally enjoy luring a group of undead to him.
Here are 2 screens from a 2 weeks ago:
http://i40.photobucket.com/albums/e2...nale/gw054.jpg
http://i40.photobucket.com/albums/e2...nale/gw053.jpg
Nice guide though, well explained and has the route through the cathedral in detail.
Butters1110
Quote:
Originally Posted by Trevor The Wave
instead of bringing SoJ on the bonder, bring RC and when he uses storm of souls the bonder monk can switch to his high energy set and use rc.
That way you wont need a ranger.
Or purge signet so he doesnt have to swap
That way you wont need a ranger.
Or purge signet so he doesnt have to swap
Res Ipsi
Quote:
Originally Posted by Omega Finale
Been doing this since HM came out for EotN as 2 man, one being Ogden as a smiter.
And I thought you preferred a Sig of Illusion Mesmer-smiter as your partner. All this time, hanging out with Ogden. I'm crushed :/
Fun run, btw
Fun run, btw
unknown1
couldn't u use this build for pratically everything =) lol
Kazamafury
Tried the build with the hero variant, worked like a charm!
Thanks for posting this.
Thanks for posting this.
kielus
if you don't mind guys i'll change the topic name (or ask for it to be changed? :P) and add the 2 man version aswell ;] thx for that info
tuna-fish_sushi
can anyone tell me what the elite skill is on omega finale's hero in his screen shot
cant seem to tell what it is and want to try this run out.
cant seem to tell what it is and want to try this run out.
Grenths Entropy
it looks like BiP to me since Odgen is Mo/N
The Bard
oops, too tired to post ^^;
tuna-fish_sushi
Just tried the build with hero and with friend both work perfectly fine. Only tough part was running through all those traps to get to murakai. Had to maintain SB on both people to make it across.
Sold!er
nice found and nice guide.
but isnt there an Obsi Tank + Bonder build out there?
i cant remember the exact skills...
but isnt there an Obsi Tank + Bonder build out there?
i cant remember the exact skills...
Omega Finale
Quote:
Originally Posted by tuna-fish_sushi
Originally Posted by Grenths Entropy
it looks like BiP to me since Odgen is Mo/N
Entropy is indeed correct. I normally run Blood Is Power on my hero bonder to speed things up while bonding (and as a quick way to recharge energy if it's needed after a battle), as I don't really trust Ogden with Signet of Judgement. But the elite is completely variable. Also, he has Castigation Signet on his bar, but it's an old screenshot and I hadn't really thought much to his bar at the time, can throw in Purge Signet or anything else you like really. Doesn't even have to be Mo/N. Hope that helps a bit.
Master Kaii
K, This may seem noob but im not too good with heroes..
When ever i try a vq i have to bond, because heroes cannot maintain them, they cast them and are auto-stripped. Help...? insightful moth
Shift click on the hero's bar to disable the skills and apply the enchants yourself. Because they are disabled, the hero won't cancel them.
mariadosanjos
very nice farm
tuna-fish_sushi
great farm ive done this run 4 times and i have gotten murakai's reaver, murakai's blade, Scepter of the Keeper and the Master;s focus green. All together i have made 77k plus those greens^^. Thanks for sharing this.
mariadosanjos
cant find the eotn green price in the price check :s
can you tell me those greens price? osk
tried with just 2 person. work just nice!
great build! Thanks! boarderx
Quote:
Originally Posted by mariadosanjos
cant find the eotn green price in the price check :s
can you tell me those greens price? price depends on the market, but since this is becoming increasingly easy i can see the price dropping on these significantly check the guru auctions too http://www.guildwarsguru.com/auction/ amibrunner
This build works great! Thanks! Works like a charm!
Indian
http://img214.imageshack.us/my.php?i...fflamesup5.jpg
ignore DP on Talhk. she went berserk quiet lotta times osk
Quote:
Originally Posted by amibrunner
This build works great! Thanks! Works like a charm!
hey what's the purple lightning thing on your top left screen? also on Ogden.. was it some skill ? VaMpIrE|OrD
Quote:
Originally Posted by osk
hey what's the purple lightning thing on your top left screen? also on Ogden..
was it some skill ? ITs the asura title track, if you click the little check box beside the title (in the title box you can get to this by pressing "h") you gain + energy, more energy when you have a higher title, you have to have the title at a certain rank to be able to equip it i think. Squishy ftw
Quote:
Originally Posted by VaMpIrE|OrD
ITs the asura title track, if you click the little check box beside the title (in the title box you can get to this by pressing "h") you gain + energy, more energy when you have a higher title, you have to have the title at a certain rank to be able to equip it i think.
Indeed, but since it wont work/do anything in that dungeon it doesnt really matters
VaMpIrE|OrD
Quote:
Originally Posted by Squishy ftw
Indeed, but since it wont work/do anything in that dungeon it doesnt really matters
Yea so my advice would be to put your best title on and then use the /taunt
to the charrs, because they show off with fame:P dies like fish
Quote:
Originally Posted by VaMpIrE|OrD
Yea so my advice would be to put your best title on and then use the /taunt
to the charrs, because they show off with fame:P Or you could farm a hero emote and try not to kill yourself in the process VaMpIrE|OrD
Btw i have a small question about the 2 man version of this theres always this group about half way through the 2nd floor and just before the charr boss next to the para boss, the mender always stays alive, anyone know how i can counter this, and i know there is a few varients you can take so can someone post/pm(if you dont want to post) i use the exact same as the the bip/bonder pic above by amibrunner.
Squishy ftw
Quote:
Originally Posted by VaMpIrE|OrD
Btw i have a small question about the 2 man version of this theres always this group about half way through the 2nd floor and just before the charr boss next to the para boss, the mender always stays alive, anyone know how i can counter this, and i know there is a few varients you can take so can someone post/pm(if you dont want to post) i use the exact same as the the bip/bonder pic above by amibrunner.
My smiter got 2 damage signets with him to help in case that fool decides not to die. Always worked like this for me.
Snoes
I love this farm, but i already need to stop picking up drops after 10 minutes :'(
Squishy ftw
Quote:
Originally Posted by Snoes
I love this farm, but i already need to stop picking up drops after 10 minutes :'(
That's where the salvage kits kick in lol.
An average run gives a full invent, 3-5+ golds, 250 bones, 10-20 steels, 100+ iron, 100+ piles of glittering crap, ... Omega Finale
Quote:
Originally Posted by VaMpIrE|OrD
Btw i have a small question about the 2 man version of this theres always this group about half way through the 2nd floor and just before the charr boss next to the para boss, the mender always stays alive, anyone know how i can counter this, and i know there is a few varients you can take so can someone post/pm(if you dont want to post) i use the exact same as the the bip/bonder pic above by amibrunner.
When usually running 2-Man, should the Mender not die and you don't want a hero smiter 'helping' out (that Ogden is more trouble than he's worth), well, Undead and Charr don't get along. If you pick up the Dungeon Key, and open the lock (the Mender still attacking you of course), step inside the door, and Vraxx The Condemned's group will rush up the slope. Simply run past the Charr Mender behind you, and Vraxx's group will deal with the Mender very quickly.
Plasmadice
I just did my first run without using the ranger hero and it went quite well. If someone like me who's never previously used a Monk primary farming build can do this, then anyone should be able to. I seriously didn't know how Shield of Absorption worked exactly until I used this build.
amibrunner Still loving this build. The problem now, is it's becoming more popular, so I can see a notable drop decrease in the past week, along with more of the murakai greens selling in kamadan. Still worth it, for the most part though. Snoes
Quote:
Originally Posted by Squishy ftw
That's where the salvage kits kick in lol.
An average run gives a full invent, 3-5+ golds, 250 bones, 10-20 steels, 100+ iron, 100+ piles of glittering crap, ... I dont like salvaging, takes to long Queen Kitiara
LOL i been so busy I'm finally getting to try this...so what do u guys find works better? Mantra of Resolve for inturupts? or Arcane Echo to keep up the Spellbreaker? Better yet ~which do u suggest for a noob 600 to start using
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