well,missing only FA for SF elite area in my hom..so anyone who have done FA as UB can they give me a tip..like how many UB tankers and what healers shall I get,or a paragon hero with burning chants
ty for those who respond
Final Assault UB way
OS T
MercenaryKnight
Burning chants shouldn't trigger because the ursan skills are not attack skills. (I believe that's how it works).
However, using a paragon (say a player paragon) with defensive anthem, there's nothing to fear and save yourselves. Could effectively stop a lot of damage.
Because ursans don't use attack skills defensive anthem won't stop early. Thus giving an effective non strippable aegis.
However, using a paragon (say a player paragon) with defensive anthem, there's nothing to fear and save yourselves. Could effectively stop a lot of damage.
Because ursans don't use attack skills defensive anthem won't stop early. Thus giving an effective non strippable aegis.
lennymon
FA is very easy to H/H complete. All the heroes should be casters, and just give them all melee weapons once you get to the flame djinns and set them to anything but avoid combat. You'll have plenty o swarmage. I've also had the easiest time rounding up all 3 at the same time and cutting loose with splinter barrage and a short bow
Milennin
Actually this may be the only mission where melee Heroes are actually a bit useful.=P Me, and Goren took a Hammer build, specializing in knockdowns (duh), and Margrid or Gwen (can't remember, and doesn't actually matter) in interrupts. The sucker went down without being able hurt us at all.XD
And yeah, giving your Heroes melee weapons, and set them to Guard or Attack when fighting the Djinn helps.=P
Otherwise, if you are an Elementalist without Heroes (as that's the only profession I've done this one with only using henchmen), you can use Thunderclap to keep 1 Djinn knocked down all the time, which should give enough time to spike him before he gets the chance to hurt you.
As Mesmer, you could of course use Diversion on them to disable their skills for a short while, which should also be more than enough to kill him without trouble.
For Healer, just have a partywide heal (Light of Deliverance), just in case something goes wrong and the Djinn starts casting stuff on your team.XD
And yeah, giving your Heroes melee weapons, and set them to Guard or Attack when fighting the Djinn helps.=P
Otherwise, if you are an Elementalist without Heroes (as that's the only profession I've done this one with only using henchmen), you can use Thunderclap to keep 1 Djinn knocked down all the time, which should give enough time to spike him before he gets the chance to hurt you.
As Mesmer, you could of course use Diversion on them to disable their skills for a short while, which should also be more than enough to kill him without trouble.
For Healer, just have a partywide heal (Light of Deliverance), just in case something goes wrong and the Djinn starts casting stuff on your team.XD
Onarik Amrak
Hmmm, I haven't tried it but maybe Blackout could work.
I just went in there with H/H, nothing special and came out on top.
I just went in there with H/H, nothing special and came out on top.
OS T
ok,thanks,gonna try that..so zb is like out of the question,or is it best with 2-3 lods?
Milennin
1 Light of Deliverance should be enough if you bring enough knockdowns or interrupts.
OS T
ok.so I guess 1 bha intrupter and 1migraine intrupter melee casters.ss isnt needed or?