Ooze Pit HM [Merged]

Graphik Desine

Graphik Desine

Frost Gate Guardian

Join Date: Aug 2006

N/

hi everyone!

it's that time...!

i contributed my sense from the peanut gallery (well, not really ) in one of the posts about hardest dungeons in gwen.

THEN it got me thinking---that there wasn't really a thread about this dungeon anywhere unless it was mentioned in brief, but even then nobody really discussed the how-to getting thru ooze pit in HM. no tactics, no helpful builds, no hints, nothing. and as always, i like to help people where i can, but sometimes the helper needs some help too but i hope this post makes a difference for others who are stuck in the same spot i am :P

this dungeon was a breeze in normal mode. and i remember it being really easy.

BUT this was the 2nd dungeon i tried in HM, and was just shocked at...how difficult it is to get even 1 of those prismatic bosses down. the hench hit, and just keep hitting...during gelatinous absorption...and waste the effort of what we had going for us. if you flag the hench around, they move, but then they get aoe'd to death. bam, repeat, bam, repeat...dp parade. hit ooze again, takes no damage, always healing. vicious cycle!

i have not gone back and tried it since HM was released, as i have been busy on the other dungeons, which didn't seem all that big of a threat to me. just this one...:/

i have considered things like choking gas or barrage/warmonger weapon, but not sure if they would really be all that helpful. on another page someone said degen, but all 3 follow if you attack one of them. so defense has to be good, i imagine...but that only goes so far before energy runs out or skills wait to recharge. then boom---dp parade.

does anyone have any advice, hints, builds, etc for the boss fight?--not those 2-3 man build things...because that does not help the span of professions, but for an entire team of hench/hero or human?

i mean it was just wipe fest, and not even powerstones or peppermint ccs could save my life there.

anything would be helpful at this point---and i know someone out there has to have some great advice.

anyone? ._.

Longasc

Longasc

Forge Runner

Join Date: May 2005

Flagging or thinking teammates.

You need to spread out, nothing else saves you from the explosions. An Earth Warder with Unsteady Ground and a Ranger with BHA brought me through this dungeon.

Also bring some Rangers with pets. They make a good distraction when there are no minions and can add to your damage, e.g. Mark of Pain and Barbs. I would definitely recommend Mark of Pain as your "Necro Nuke".


Edit: Attack the Earth Ele oozes first and again, spread out. You can attack from more than just the front, and it saves your party from taking a party-wide KD and huge damage. Flag your monk heroes way back and if you have a friend with you, let him attack from the "right" (I think it is east) side, while you attack from the south.

Drop of Fear

Drop of Fear

Forge Runner

Join Date: Nov 2006

W/

u, any profession.
ss necro
bonder
some decent flagging skills

= HM pit destroyed 3man

edit: 2 necros if u're in a hurry

trobinson97

trobinson97

Wilds Pathfinder

Join Date: Mar 2006

Guildless :(

R/

Quote:
Originally Posted by Drop of Fear
u, any profession.
ss necro
bonder
some decent flagging skills

= HM pit destroyed 3man Seriously? Sounds a little overpowered, the whole bonding, ss-ing and flagging.

Hyper Cutter

Hyper Cutter

Desert Nomad

Join Date: Jun 2006

Knights of the White Eye [HINA]

Try pulling the Prismatic Oozes, it's tricky but it can be done (the first time I did the dungeon, I was at 60% dp due to the suicide bomber oozes, and I picked the Prismatics off one by one)

Graphik Desine

Graphik Desine

Frost Gate Guardian

Join Date: Aug 2006

N/

Quote:
Originally Posted by Graphik Desine
but all 3 follow if you attack one of them. tried pulling 1 as well. this was my result:

all 3 ganged up on me...

Bubica

Pre-Searing Cadet

Join Date: Jul 2006

MOJO

N/


Try as 55 mo/x or n/mo.
I done it like 55 n/mo with some help of my heroes and henchmans :P

|pyro|

|pyro|

Wilds Pathfinder

Join Date: Jun 2006

Me/

This was my first HM dungeon, did it on first try but with a good support from alliance.

To make things easy you need a ranger with broadhead arrow(BHA), SF ele with MS or better earth ele with wards, anti-caster domination mesmer and some one with pain inverter,

Be sure that the mesmer takes Epidemic and ranger calls on who he uses BHA on, so the mesmer can spread the daze condition on shimmering and earthbound oozes. Ward against elements and melee helps so when fighting mobs make sure to cast them. SS necro is always welcome.

At the end boss just retreat after you kill one or all in one go, and lure the spawned oozes, they can be lured 1 by 1 so its easy.

Hope this helps, if you need any help on tactics pm me in game.

Milennin

Milennin

Jungle Guide

Join Date: Sep 2006

Europe

W/

Don't got tips for you, as I've never done this one before, but if you want another player joining you, feel free to PM me.XD
Ingame name: Lord Milennin

Matrix

Matrix

Krytan Explorer

Join Date: Feb 2006

E/Me

Take armor of salvation and grail of might.
Get 3 hero nukers and go blow evrything.
Idiotic dungeon but nothing compare to others.

Warskull

Site Contributor

Join Date: Jul 2005

[out]

The oozes have powerful AoE, but also terrible about balling up. Use splinter weapon and rodgort's invocation to kill them. Send your warrior to lead by just a bit with prot spirit/spirit bond on him. He'll blow the first wave of AoE.

Sacratus Ignis

Jungle Guide

Join Date: Jun 2007

SCAR

E/

we destroyed this HM with 3 ursan tanks, 3 eles (1 warder), 2 monks. took about 30 mins to do the entire thing. killed one prismatic, wiped, pulled the pops, killed one prismatic, wiped... etc

Graphik Desine

Graphik Desine

Frost Gate Guardian

Join Date: Aug 2006

N/

update:

done!

i did take some of all of your suggestions into consideration.

of course, no comment at 3-man builds because i love my hero and henchie friends and i take them with me wherever i go. i tend to take full party builds with me so i can include future spots for let's say guild members--- rl friends---etc.

i tried this build as a second attempt (and if it did not work, i would have tried yet a third build, but i did not have to):

ss/pain inverter/mark of pain/etc hard res.

hero barrage/warmonger ranger with a pet, and 2 interrupts, hard res.

hero broad head arrow/epidemic (surprisingly used it correctly) with a pet, and 2 interrupts.

hero BONDER life barrier bond vital blessing blessed sig and all that garbage.

earth hench

talon (faster damage output)

mhenlo

lina.

i did try more carefully pulling this time (flatbow), and sometimes one would come up for about 20 sec, then go back to the start spot with its buddies. repeat repeat, so i pulled all 3 out and put mark of pain on 1, and the other 2 ran (well, glooped) away so i got the chance to keep the other 2 focused on moving out of MoP and had them focused on the pets, which they put way too much attention on

i had mark of pain the first time through, but i only had 1 or 2 warriors to not even make that hex worth it (since devona is not exactly fast attack speed). the pets is what made my 2nd and last try go smoother having MoP. other 2 go away just enough time to finish 1 off. after 1 was down, i knew i had it. pulling small ones, then doing it 2 more times.

overall, there were not nearly as many deaths as the first time. there were i would say 2 wipes, and only on the boss. very few scattered deaths here and there on the other stuff. use powerstone, got everything back to normal, then finish.

i think the bonder and dazing are what did it. oh, and reverse psychology to pull them into the choke point instead. otherwise--- /resign

hope this helps others who need this dungeon, but only play with h/h

GaladrielMoloch

GaladrielMoloch

Frost Gate Guardian

Join Date: Aug 2007

Australia

Oh No Tinkerbell Died

R/

Just did this so thought I'd post what we did. Didn't do it h/h rather with a PuG, had a leaver and a dropper (standard PuG lol), and was still able to do it.

Seems that if you have any sort of aggro holder (which was me and I was a BHA build since Tank dropped), you are fine as long as you have enough AoE to through around holder. + interrupting as much as possible the earthquakes. The only time I died when I was fully buffed was 6 Earthbounds used shockwave on me and just overwhelmed the buffs.

Final part was just pulling, killed 2 Prismatics at once, then just kept pulling the follow-ups one by one.

Master Kaii

Master Kaii

Ascalonian Squire

Join Date: May 2007

LoSt

Mo/

I did this 100% no problems no deaths, under 30mins.
8Man Human team - Obsi Tank,SS,Nukerx3,Monkx2,Splint barrager.

And im Not sure if 600/smite/ss works in HM, but it works great in NM, the only thing to watch out for is those flying bird things that daze.

jereiter

Ascalonian Squire

Join Date: Sep 2006

Smite duo monk works wonders, except for the final bosses, which are a bit tricky. Takes one hour.

Stalking Tiger

Pre-Searing Cadet

Join Date: Nov 2007

Quote:
Originally Posted by jereiter
Smite duo monk works wonders, except for the final bosses, which are a bit tricky. Takes one hour. Confirm Jereiter assertion (we'r guildies) and to add that drops are so-so

nem coke

Lion's Arch Merchant

Join Date: Jul 2006

What Are We Doing [Here]

You just need a bunch of nukers and warrior with stonefist insignia, get 2 kds on W and you can kill each one of them pretty easily, warrior only has to chain the 2 kds properly

byteme!

byteme!

Forge Runner

Join Date: Jan 2006

On Earth

W/P

Quote:
Originally Posted by jereiter
Smite duo monk works wonders, except for the final bosses, which are a bit tricky. Takes one hour. I can confirm that this can be done with Smite Duo monks as well. And yes the final bosses are tricky. I did it with myself (600) and Norgu (Smiter with SoI 16/16 ). The trick is to take 1 boss down at a time.(there are 3 total) Watch his hp at all times and when he starts healing manually remove your smite bonds. Then when his hp starts dropping again quickly reapply your smite bonds. I use my staff to check whether he's absorbing my damage as health or taking it in as damage. There's a monster skill the boss uses which causes him to absorb all damage and convert it into health. The duration on the skill is 15 seconds and the recharge is 30. Once 1 boss is dead prepare yourself because a large number of Ooze will spawn soon after.

wolfwing

Wilds Pathfinder

Join Date: May 2005

Problem I've had in this dungeon the two times I've tried is you get to the third group the really big one, and they just split and split and split and split and split faster then you can kill them spawning insane ammounts of voitile wich kill your party with one or two of them.

Performance Pudding

Performance Pudding

Frost Gate Guardian

Join Date: Aug 2007

post ascalon

Over The [Wall]

W/

idc if this has been said but all u need to do is get a tank flag it or flag ure hench back if you are the tank then aggro wait 1-3 seconds for the mob to get hooked and then unflag and let the nukes melt the ooze into bubbly pasty ooze stuff...

wolfwing

Wilds Pathfinder

Join Date: May 2005

What nukes would you recomend? I've been using MS/earthquake/firestorm.

Nighthawkeye

Nighthawkeye

Ascalonian Squire

Join Date: Apr 2006

Just walkin' on Beale St...

Fellowship of Greeters (FOG)

R/Mo

A while ago I tried to H+H Ooze with Sab's 3 Nec build, and hench of healer, prot, Zho and Herta. Got to the boss, but just couldn't take them down. I've tried other team builds, like having a BHA, and a couple of SF nukers, but nothing had been too effective or durable.

Went back today and used Sab's 3 Nec as a start, but took out the MM and put in a Para/W with a Spear/Command build (SofLightning, WildThrow, UnblockableThrow, Incoming (E), SongConcentration, AnthemDisruption, Sheilds Up, and WatchYourself)(14Spear, 12 Command, 10Tactics). Plus Lina, Zho, Herta and LoSha. The SS had MoP, RipEnchant, Weaken Armour, and Epidemic as a variation from Sab's, the healer was right out of the book.

I played a Sin with Ursan, LtODeld, PainInvert, and the mes PwrSpike.

Made short work, realtively, getting to the bosses. Flagged H+H in a box, with the hench and Para in front corners and SS and Healer N/Rt in the back, used longbow to pull and went into Usan once they started coming.

One trick was to go around the back way (to the far east as shown on the Wiki map) to only fight a few Aggressive Oozes to get to the mini boss, Gloop, with the boss key. Made that work easy.

I and the SS had high 50's DP by the time we got to the boss room, all others were +10.

Tried pulling the bosses but ended up fairly quickly with 60 DP and after trying to scoot the H+H a little too close, wiped, so just said screw it, and took all consumables I had on hand: pwrstone, armor, cup, and essence, resest pulled one and all came, took 2 Prismatics down, and about half of their spawn, before party was overwhelmed (should have done them one at a time, but killing two at once was too fun to stop...). Reset the box and one kill zone, pulled the little guys, then the remaining boss and, after the chest was won, his spawn.

Probably could have only used a stone and essence, but why skimp and take a chance once you're near home plate.

Only the second of 15 (Rragar's was the other) HM dungeons where I've tried Ursan. It is strong medicine. Almost felt like cheating. But I figure, if they make these bosses so fast and powerful, and then give you something like Ursan, Anet is just begging you to use it. Don't mind if I do.

Milennin

Milennin

Jungle Guide

Join Date: Sep 2006

Europe

W/

I've been through quite some Hard Mode dungeons with heroes and henchmen, but this one really sucks, by far the hardest I've seen so far. That group at the first Pressure Plate multiplies x10 or something and starts camping the Resurrection Shrine. Any tips on how to survive that without getting your party to around 50%DP?

Tried going through it with a more balanced party, me using Dragon Slash build with Watch Yourself and Save Yourselves + Pain Inverter. Using a variation of Sab's 3x Necromancer team.=/

Tried Bonding+Obsidian Tank, but it takes ages for the Oozes to gather around me, and whenever the henchmen come in to nuke they immediately seem to lose aggro on me, even with Grasping Earth on them.
Got a Bonder Hero, with Aegis and Protective Spirit, Spiteful Spirit Necromancer with Deep Freeze and Maelstrom and a Broadhead Arrow Ranger with interrupts, Volley and Epidemic. Had 2 Monk henchmen, Herta and Cynn.

Graphik Desine

Graphik Desine

Frost Gate Guardian

Join Date: Aug 2006

N/

spiteful necro with deep freeze and maelstrom? sounds like energy heavy bar. not trying to pick at your strategy, but he/she would be continuously exhausted and unable to get the spells of when they need to. even with soul reaping. those ooze don't die fast unless you got everything under control. and make sure that your heroes are actually using those spells. as i have a situation that happened when i was down there:
---
when i did this in hardmode the first time, i had a fire ele hero equipped with shelter and vital weapon. he did not use either of those rit skills at all. i had to micro all of it. it was bogus.

so just keep an eye once in a while at your heroes bars---they dont tend to use high energy skills unless it is in their own profession and have enough energy to cast it lol :P

this happened to me, so if this was a fluke case, then shame on me i guess, but if it happened to one person it might happen to another.

anyway.

you are the tank.

suggestions: if you need a water ele for wards and must have a deep freeze, take it, but something like warmonger/barrage ranger or choking gas ranger might be better, just keep the target on the earthbound oozes first.

control what surrounds you. that is top priority. make sure you take 1 group at a time.

it is late forgive me i am falling asleep--but here is an idea of what you can bring---order of importance on your part if you wanna take something else priority not listed, go ahead, im just throwin stuff out there.

obs flesh tank pain inverter
bonder hero
ranger choking gas or warmonger/barrage or broad head arrow/epidemic (or power block/ backfire/diversion/etc dom + epidemic mesmer if you take zho henchie)
water ele ward against harm deep freeze maelstrom
cynn
herta
mhenlo
zho (if you take power block mes)
lina (if you dont take mes)-----bonder 2 heal/prot monks ...........slow.....real slow.

whatever you can take that isnt devona and talon---they agg so much stuff. you being an obsidian flesh tank you dont need either one of them

or heck if you dont want to bring a bonder bring a rit with shelter and vital weps at least. rit heroes like vital wep and shelter. eles heroes dont

if you dont want to take either bonder or rit, take all eles and do some great tanking (flagging them back and pull forward when you have them all on you). just make sure ya got 1 water one. or water/earth hybrid. or earth.

be realistic though, you gotta fight thru charr on the way too. or not if you know your patrols.

if these suggestions dont work, leme know and i can read it again when i am not tired ._.

ps.
if you are doing reasonably well with minimal deaths or maybe 1 wipe and a couple deaths, you are doing fine, lol :P just dont go in without powerstones or the like because there is a high chance of a few wipes at the boss. obviously. but if you can get 1 guy down at the boss---you can definitely finish.

also bonders with rebirth are REALLY good idea as they stay out of the way and can res wipes. so try to keep that there if possible.

also------patience! must have that too, as one wipe is not the end of everything!

Milennin

Milennin

Jungle Guide

Join Date: Sep 2006

Europe

W/

Okies, thanks for the suggestions, I'll try some later today.=P As for that Necromancer with Water Magic, it was just trying out and it was indeed a bit too energy heavy.XD

Nighthawkeye

Nighthawkeye

Ascalonian Squire

Join Date: Apr 2006

Just walkin' on Beale St...

Fellowship of Greeters (FOG)

R/Mo

Quote:
Originally Posted by Milennin
That group at the first Pressure Plate multiplies x10 or something and starts camping the Resurrection Shrine. Any tips on how to survive that without getting your party to around 50%DP?

....

Tried Bonding+Obsidian Tank, but it takes ages for the Oozes to gather around me, and whenever the henchmen come in to nuke they immediately seem to lose aggro on me, even with Grasping Earth on them. I think that is the room with the rolling stones. As I recall, there are 3 groups, one on the left in the room with the stones. I left them alone. Then, there are a group that sort of patrols in the poison trap room. And a third off to the left of the door that the pressure plate opens. I left that last group alone too.

I flagged everyone back at the doorway to the rolling stone room, or just inside a bit, then went to the pressure plate and ran back. Once the door was opened, you can see what is in the room with the traps. I found it possible to pull one or two at time, either with a bow, or through the wall with a spell like PainInverter, then quickly, as soon as I shot or cast, ran back towards the h+h, keeping an eye on how many were following.

Once I had only a few on my tail, I would switch to Ursan and try to stop them there, within range of the flagged team.

It took some patience and reflagging the team, but you can work it so you are mostly fighting one or two at the edge of their range, rather than a whole bunch. As you take care of the ones near the door, you will need to more the team closer so you can pull the onezies and twozies patrolling deeper in the poison trap room. If you keep the team along the wall, they will have enough room to stay out of the way of the rolling stones.

In fact, that is what seemed to work best as a general tactic in the whole place, and in all the dungeons, NM or HM.

Break the mobs up a few at a time with careful pulling and flagging and whittle the groups down one or two at a time to the extent that is possible.

Vamis Threen

Frost Gate Guardian

Join Date: Nov 2006

E/Mo

I too h/hed this one. Think I used Sab's build but not sure. I'm a caster, and I have always suspected Melee players are at a disadvantage with h/hs. But iI'm not sure.

When I did it there was a lot of sneaking about and minimal enemy engagement. Ooze target priorities are essential and should be IMO ele>mes>necro>war.

I agree not to be disheartened by too much dp.

Are the bosses impossible in HM? No, unless you pull more than one at once. Is it impossible to pull one at a time? Nearly! Use a longbow and it may take about thirty attempts, but you will eventually pull a single boss. Once you've dispatched him (with pain inverter), it's easier to pull the next one by itself (only about 10-20 goes). The third is a doddle.

AS with all HM dungeons, it's a fallacy to think the answer lies in the builds, it's in the priorities and the pull.

Hope this helps!

Esan

Esan

Jungle Guide

Join Date: Jul 2007

Wars

We did this yesterday with two human players - one ranger (me) with BHA, epidemic, volley and drunken master for IAS, and the other a perma Shadow Form assassin. The assassin tanked all the melee and caster mobs, while I tanked and took out the exploding oozes. Heroes were dual WoH monks, one Midnight/Plague Sending/battery necro, two SS necros, and one WY!/Song+Ballad of Resto paragon.

Most painful part was around the 4-5x Earthbound mobs when aggro leaked. Final bosses were pretty easy. Overall it was relatively easy for a HM dungeon.

VitisVinifera

VitisVinifera

Banned

Join Date: Nov 2005

Northern California

HoTR

N/Me

I got legendary master of the north a few days ago, and the solution for all of the harder dungeons is always bring sets of the 3 consumables for each level you need them for. Takes away a lot of the frustration, they are fairly cheap, and makes things fast.

That and I went ursan, rest h&h

mazik

Lion's Arch Merchant

Join Date: Mar 2007

Rt/

A guildie and I set out to do the ooze pit in hard mode yesterday, and we were doing not bad until we got to one room where there was a group like all the others. We aggroed them and within 2 seconds(at least less time then it took for me to cast my first 3 second spell), we had the group of about 8 ooze, as well as about 14 volatile oozes. Not sure if this is a bug or not, maybe they're supposed to reproduce that quickly? Anyway, we were running h/h so I was wondering if someone could give me some tips on how to handle these oozes.

Sword

Sword

Jungle Guide

Join Date: Jun 2006

Mo/

gotta kill them quick

best way to be successful in this dungeon is to have one tank and a ton of sf eles in the back - make sure tank aggros and prot up the tank with ps+sbond

mazik

Lion's Arch Merchant

Join Date: Mar 2007

Rt/

They had multiplied to from 6, to about 14-16 within 3 seconds...if they were just nromal ooze reproduction I'd be good, but they dont sac half their health, they just...split.

OS T

Desert Nomad

Join Date: May 2006

Mo/E

mm...you are wrong placebo..the simplest way to do this dungeon is to get 2monks in your guild to do this for you.1 600 and 1 smiter.did this dungeon last night.was way too easy for my opinion.

mage767

mage767

Desert Nomad

Join Date: Oct 2006

USA

LOVE

Me/E

Did it without smiter/600 and without obsi tank or ursan.

Yes, in HM

Tarkin

Tarkin

Jungle Guide

Join Date: Dec 2005

W/N

1 good tank thats all

mazey vorstagg

mazey vorstagg

Wilds Pathfinder

Join Date: Aug 2006

Nodnol

Meeting of Lost Minds

E/Mo

I've just been trying this now and it's silly. I often hit 60% before I've even got the boss key. The ooze can hit the whole team for 250 armor ignoring AoE damage. Shelter can't help against a whole group of them and prot spirit can't protect your whole team. You can't ward it either, it's just tearing my team apart. I'm now at the boss key, and and on 46% with a few of my henchies on 60%. I've already used one powerstone.

What possible team builds can beat this place?

Thanks

Mazey

Jaceb

Frost Gate Guardian

Join Date: Aug 2005

P/

It's hard with anything really. But the way i did it, the first big group near the entrance which is usually 8-9 oozes. I rezoned until we could sneak past that because that group always wiped us (dont know what happened really).

We had two Rapid Fire/BHA/Epidemic rangers with pets and Necro/Ritualist with some
Restoration Heals and Mark Of Pain/Enfeebling blood.

Doing it is basically targeting the most dangerous ooze first, probably Earthbound and the Shimmering because they do nasty AoE - these were the most dangerous for my group. Aggressive Oozes are troublesome too, with their touch skill. It's difficult to decide which is most dangerous as they all are.

The bosses were kinda wierd since they wanted to attack the pets instead but in the end we were nearly at 50% dp though because of the extra spawns that ganked us. But before the bosses almost everyone had +10%, minor deaths on monks.. heh. At the boss fight each time one uses that monster skill, quickly change target - they do it alot. It can take almost 5-10min (or longer) to deal with the 3 of them in HM.

PBAoE can work against them very nicely too, [wiki]Putrid Bile[/wiki] and [wiki]Ancestors' Rage[/wiki] - that kind of stuff on the necro for example since they dont have lots of health. I know you asked for builds but perhaps these will be for some assistance, at least for ideas but anyway the Rangers & necro/rit was working nicely when i did it.

Longasc

Longasc

Forge Runner

Join Date: May 2005

Splinter/Barrage Rangers with Pets (as bait) and a SS Necro are way to go. Take Zho (BHA) and Herta or Cynn and the two hench monks with you.

The pets should soak up some damage for you.

Judging from your Avatar you are going to play an Elementalist, try a Geomancer with Unsteady Ground and use some Vanguard Wards, or just go SF.

Rangers
OgglYVXamGGiqsYY8jhaFHttZXM
Necro
OAhjYwHc4M5BhmloMYH2DV1LGA
or (Dual Desecrate Enchantments - usually not good, but rocks in the Ooze Pit, if I clicked the right build...)
Sorry, just noticed I overwrote one of the builds with the other one...^^

Edit: Added the Dual Desecrate build: OAhjYwHc4M5BhmlwOAHchV1LGA

BTW, if you replace Flesh of my Flesh with Death Pact Signet and die a lot, it is actually of advantage. Because death because of DP-Signet does not cause death penalty to those who die with the guy that got killed.

tekDragon

Frost Gate Guardian

Join Date: Aug 2006

R/

I was lucky enough to find a pug, we did it with an Ele tank and it was a breeze. The rare staff that drops from the end chest sells for quite a bit so once in a while there's a pug to do it... if you can find one go with that.

Otherwise... what Longasc said sounds good to me.