Catacombs Of Kathandrax..
Lopezus
i did this dungeon with h/h like 2 or 3 weeks ago, well it wasnt easy but i was prepared for it, so i got to boss without no DP and full morale bonus, i played as a AoM Dervish,+ Gwen - full of interputs ( Power block,power spike,power drain,arcan conundrum !), Margrid ( Baragge + interupts ), Sousuke ( Ward againt harm or agaisnt elements ), Mehnlo,Lina,Eve,Herta . I engaged the boss and without throghfully reading wiki i found my party swept by flaming balls -wipe- rez ,another go :i tried to flag h/h to avoid balls and fight Isiluder at the same time- no good : party runing around not doing anythig useful - boss wipe - rez, another go : by pure luck i flag party not one way of flaming balls = your H/H party ready for him, isildur was totally shut down , not casting a single spell, and went down extremmly quick in comparison to other dungeon bosses with massive HP. For me the toughest part were rolling balls , Isildur himself hasn't posed so much threat.
tmr819
Quote:
Originally Posted by The Meth
Quote:
Originally Posted by The Meth
I haven't tried him yet in this 'buffed' state ...
Come back once you've defeated the "new and improved Ilsunder" in NM with an h/h team and explain how you did it. Then, I'll be interested in what you have to say.
Mangione
I did it with Vodka's hero/hench setup in the other page of the thread.
Originally Posted by The Meth
Pyre and Gwen did a good interrupting and Cynn with MS occasionally knocked down that stupid boss. My char is a wammo, the build i used had Protective Spirit and breath of the great dwarf. Used a normal axe build, with a zealous axe and gladiator armor. Didn't take Vanguard Sin, my rank is too low for it to be useful, but took Pain Inverter with me. Quote: Lord Knows Fire Nukers Can Never Be Countered. Has anyone tried running a whole party with elemental resistance and mantra of flame up? If my mental calculations are correct [...] I haven't tried him yet in this 'buffed' state, but assuming[...] Talking about players who fail... OMG!!!1 !! N00BZ0R5 C4NT 5HU7D0WN CAZ7ERZ 0MG!!!1!!!ONE!! U N00BZ0R5 F41L !!1!!! N0W 1 T34CH U W4T 1 H4V3N'T 3V3N TR13D... oh wait... Is caster shutdown something you discovered just now? Thanks for sharing. I wonder why did you post, since, apart from the arrogant tone, all you do is speculations and assumptions about something you didn't even try. Instead of stating the obvious, that has already been tried and discussed in this thread (that you didn't care to read), why don't you go and try, and then tell what happened? (Post screenshots and builds then, please, kthxbye) Oh, and good luck with mantra of flame and elemental resistance on all party members of a hero/hench team. Pfff... "know it all" kids... tmr819
Quote:
Originally Posted by Mangione
Pyre and Gwen did a good interrupting and Cynn with MS occasionally knocked down that stupid boss. |
Quote:
Originally Posted by Mangione
Instead of stating the obvious, that has already been tried and discussed in this thread (that you didn't care to read), why don't you go and try, and then tell what happened?
(Post screenshots and builds then, please, kthxbye) Oh, and good luck with mantra of flame and elemental resistance on all party members of a hero/hench team. Pfff... "know it all" kids... And the laugh. Well said! dustbunny
Quote:
Originally Posted by The Meth
Has anyone tried running a whole party with elemental resistance and mantra of flame up?
Have you tried this? Let me save you some time and tell you that your mental calculation about how much damage this will reduce is irrelevant. Elemental resistance and mantra of flame are both stances. You can't have two stances up simultaneously.
dustbunny
Quote:
Originally Posted by tmr819
How did you do it (in NM)? I am reluctant to truck all the way back to Ilsunder only to discover that, once again, I did not have the right combination of skills, heroes, and henches. This dungeon is too long and, as you say, too tedious to get to the end and once again be facing an all-but-impossible end boss.
I made some changes to my skills and lineup:
Took a warrior with a sword that had an icy mod on it. Modified my necro (i normally run with a hexing/debuffer necro anyway) and put spinal shiver on his bar. Disabled it until I got to the boss. When I got to the boss, I enabled it and disabled his other skills. Picked up a winter spirit by changing someone's secondary to a ranger. The reason I did that was because I had elementalists. At 15 hexing, a necro can keep spinal shiver up on the the boss if his energy lasts. Disable all his other skills so he doesn't go wasting energy of spells that won't matter. Keep signet of lost souls. The warrior can do some damage, but the icy mod really is there to interrupt any skill Ilsunder tries to use, including his firebombs. The elementalist spells, now that they are converted to cold, will also help interrupting. Once in a while, he can get a quick spell off since it has half cast time. Most of the time though, he can do squat. tmr819
Thanks for the information, Dustbunny. It's a very creative combination of skills.
Lady Lozza
Dustbunny, presumably your successful run was in the last couple of days? Like a lot of people here I'm loathed to trek all the way back to the dungeon only to be wiped 20+ times before deciding it isn't worth that much trouble.
I had contemplated a Glint like build to take him on and if it works I'm done and dusted. I thinkk a lot of people here are missing the point. Having completed this dungeon two or three weeks back makes you lucky, rather than making the boss easy. The first run of this dungeon I had more trouble with the parts leading up to the boss, than the boss himself. And yes, right at the moment I do wish I had FRAPsed the thing because I think you would all be very suprised how little damage the boss does take. In theory he should have the health of a lvl29(?) right, well he doesn't. At lvl28 PI does a little under half a bar of dmg to a jotun using giant stomp - assuming all party members are hit and there are no minions. Currently it's doing less than a tenth of a bar per party wipe - that means he has easily regened it by the time you get back to him. (PI did hit him. It was applied correctly, and at the right time. Yes I could tell because I was the one using it and seven lots of 80 dmg appeared on my screen.) If the glint build works and he can be continually interrupted, it should be possible to kill him, but I'm guessing it would take around 10mins. The other thing to note is whether or not bosses in GWEN loose their hexes twices as fast as normal, a feature of the bosses in Prophecies I do believe. I think this is the case but to be honest I've not timed it myself. It might be that spinal shivers and it's repeat skill from factions might be needed to keep it up 100% of the time. NOTE: my obrsavtions apply only to the NM boss, I've not tried in HM and cannot comment as to whether the buff has (or has not) affected the HM boss spawn in the same or a similar manner Xylia
I used a modified version of Sab's build to beat this dungeon in NM this morning:
http://www.guildwarsguru.com/forum/s...&postcount=219 One thing to note is that even though the boss regens health, he really doesn't heal that quickly. You should always rush back as soon as possible after a respawn. Also, he tends to renew enchantments, etc, after battle, so leaving him with SS on will help keep him from regenerating as quickly. Rising bile and putrid bile were useful in this manner, as well. Pain inverter doesn't last very long on a boss, so you really have to time it correctly to get the most out of it. I did end up doing a couple of kamikazi runs with -60% DP, but it was pretty obvious that he was going to die within a run or two at that point. I didn't use any consumables during the run at all. LordEzekiel
I finally managed to complete this mission tonight, after 2 attempts with h/h and with exactly the same problems as other posters-despite me playing as BH ranger with extra int and pain inverter(R6)GDW(R8).First time I tried I didnt look at wiki at all and had no problem getting to Ilsundur with 10% boost so was naturally confident before the unexplained wipe. Second time I went prepared with the information I obtained from wiki (pain inverter=5 second kill lol) same situation before giving up after 30 mins of being unable to even wear him down to 50% health.The only reason I completed it was because I bit the bullet and went went with a PUG.
My team consisted of: me(BH ranger,dist shot,pain inverter,GDW, winter,mantra of flame and icy bow), Gwen(same build as Vodka had in previous post but with mantra of flame), Zhed(SF build with mantra of flame and maelstrom)-idea being winter would convert the damage Master of Whispers(SS build with spinal shivers and mantra of flame) 1 ursan tank warrior(with icy weapon for spinal shivers) 1 normal warrior(with icy weapon) 2 healer heroes (dunno skills, but one was LoD) I will go out on a limb and say that it can't be easily done with h/h unless you accept consistent party wipe and gradually wear Ilsundur down, this is purely because you cannot micro-manage hench to avoid the fireballs or take the bombs way from the group, only heroes. The remaining heroes ('remaining' because after a few seconds the hench are dead)do not do enough damage to take him down much before inturrupts' wear off so it's a slog. Maybe someone can prove me wrong, and amend wiki with a h/h build that will take this boss down, but for now-the dungeon is Normal it's the boss that's Hard-not impossible-but way too hard for NM. dustbunny
Quote:
Originally Posted by Lady Lozza
|
Quote:
Originally Posted by Lady Lozza
It might be that spinal shivers and it's repeat skill from factions might be needed to keep it up 100% of the time.
I only brought one copy. At high enough attribute, spinal shiver lasts at least twice as long as its recharge time. So 50% hex duration reduction from boss isn't the problem. You want to make sure the necro has enough energy so spinal shiver doesn't end from lack of energy. I suppose if you have two necros doing it with 2 energy pools, it will be safer. I got away with just using one though.
Ismoke
ok we did it last night, not as hard as i remeber.. Went down quick... Definelty a dom mesmer and interupt ranger was the major change from my last attempt. Oh and ward againist harm helped alot not only with the boss but getting there also.
Thanks for all the insight guys. Lady Lozza
Thanks dustbunny, will give it a go when I get home from work.
I will probably sig of illusions on my mesmer and take spinal shivers myself - and maybe have it on the necro as well. I also plan on taking degen rather than anti-caster - I'll take Gwen as dom if I need/want to. The Meth
Just did him NM on my ranger, BHA build with 2 warrior hero running a D-slash build with flail and 1 paragon hero using burning refrain and keeping they're on fire up. Used lo sha, talon, and both monk henchmen. He got off no spells at all, the fire bomb got annoying though since it wasn't a spell, but hey you gotta work those hench monks. Getting to him through those damn traps was worse. The whole dungeon took about 40 mins, 13 for first lvl, 12 for 2nd, 15 for 3rd.
BTW i take back what I said about mantra of fire and elemental resistance (duh 2 stances lol) tmr819
Quote:
Originally Posted by The Meth
Just did him NM on my ranger, BHA build with 2 warrior hero running a D-slash build with flail and 1 paragon hero using burning refrain and keeping they're on fire up. Used lo sha, talon, and both monk henchmen.
Thanks for the post, Meth. I think I am working up the nerve for another try...
It seems like they adjusted the boss to require the kind of hero/hench build that doesn't help that much with the rest of the dungeon. No more "breezing" through Catacombs, I guess. Alex Dimitri
So it`s fixed ???
Gonna try again, last time i lost to many nerves on that guy, hope it`s not gonna be same song all over again !!! The Meth
Quote:
Originally Posted by tmr819
It seems like they adjusted the boss to require the kind of hero/hench build that doesn't help that much with the rest of the dungeon. No more "breezing" through Catacombs, I guess. |
Quote:
Originally Posted by Alex Dimitri
So it`s fixed ???
Gonna try again, last time i lost to many nerves on that guy, hope it`s not gonna be same song all over again !!! Depends on what you call fixed... He still has the higher health but I think it was broken before when he had almost no health and its fixed now. Just make sure to take proper counters, watch out for the moving balls of fire and making your heroes drop the fire bomb. If using a BHA ranger like I did, make absolutely sure you have 16 marksman and a +dazed bow. Since most bosses have 1/2 condition time without it you wont have nearly enough coverage. (AFAIK henchies are usually limited by not having any runes and no special equipment, so the interrupt hench is out) Tried another really nice build this morning. My para + 3 Dslash heroes with me buffing them with great dwarf weapon. With pve skills in play it was a joke NM, the final boss was knocked down the whole time, and another +20 damage per hit ontop of a flailing d-slash build is insane. tmr819
Meth--
By "D-slash" do you mean [skill]Dragon Slash[/skill]? And what skills were your warriors using for knockdowns? I think I like that approach. I haven't had great success with knockdowns and end-bosses, but maybe it's the skills I've been using... The Meth
Knockdown was provided by Great Dwarf Weapon. Essentially all 3 or 4 of my warriors had a 40% chance to knock down every hit while getting a +20 damage boost and with Flail they attacked once every .825 seconds. Just tested in isle of the nameless, Jora alone with a 15% enchanted Cold weapon along with conjure and Great Dwarf Weapon averaged about 100-110 damage per second.
My warriors were using this: Dragon Slash, Standing Slash, Sun and Moon Slash, Savage Slash, Flail, Enraging Charge, "For Great Justice!", Resurrection Signet If you can get an elemental weapon feel free to swap out the res signet for a conjure, make sure to keep enough strength to meet the 3 adren breakpoint for enraging For my paragon I was using this: "Go For The Eyes!", "Save Yourself!", Great Dwarf Weapon, Focused Anger, Burning Refrain, "They're on Fire!", "There's Nothing to Fear!", Signet of Return Make sure to max Leadership, its a very energy intensive build to keep putting up great dwarf weapon on recharge along with the other energy shouts. This is all benefiting from maxed title ranks, if you don't at least a high dwarf rank I would recommend taking a BHA ranger instead and making one warrior into a paragon. High allegiance or sunspear rank isn't needed but obviously helps. Assuming you don't have high/max ranks my BHA build without any PvE skills would be this: Broad Head Arrow, Distracting Shot, Savage Shot, Point Blank Shot, Needling Shot, Read The Wind, Throw Dirt, Resurrection Signet. Like I said before, make sure to have 16 marksmanship and a +33% dazed bow. Make sure to use throw dirt on any melee's that start pummeling your back line. I would use 2 of the above warrior hero builds and then 1 of this paragon build: "Go For The Eyes!", "Watch Yourself!", Song of Restoration, Ballad of Restoration, "They're on Fire!", Burning Refrain, Aggressive Refrain, Signet of Return Which will provide ample party wide protection and healing vs the boss while adding some damage to the party. Feel free to toss in anthem of envy in place of signet of return if you feel like it. migu
ok, either they tuned down Ilsundur or i've become a pro on Catacombs of Kathandrax ^^
before tonight, i had tried this dungeon like 2 or 3 times, sometimes with 1 more human player, but unfortunately the outcome was always the same.. party wipe every single try... as i've read The Meth's report, i decided to try it once more, and this time i went alone. took a similar team, although my pace was a bit slower.. like 25 minutes per level, but managed to get to Ilsundur without much trouble. when i got to him, just stayed out of the balls' way and with my Spinal Shivers and Broad Head Arrow from a hero, i managed to interrupt almost everything. and i could swear tonight the H/H getting the bomb, actually stepped away so they would hurt anyone else.. maybe it was just a dream :P so, after 3 hard tries with similar builds, this time it actually worked. sure, Ilsundur has a lot of HP, but my team just stood there for 2 or 3 minutes hitting the guy until he was dead, even having just the 2 henchmen monks, there was no deaths on my team.. so migu's team 1; Ilsundur 0 ^^ El Presidente
Used the above 2 W's and Para builds along with the earth, interrupt, prot and healer henchies...used 1 set of consumables at the shrine nearest Ilsunder (all h/h had 60% DP by that time and I was at 19%).
Me - R/Mo Hit him with Pain Inverter, immediately used Breath of the Great Dwarf...then went into Ursan for the knockdown(s) and damage on Ilsunder. Stood right in front of it, in between the fireball paths. Took it down the first try...got Legendary Master, an onyx and Ilsunder's fire staff for the effort. Yes, it was in HM, Il Bruto. I found there was a lot of degen aimed particularly at the warriors and not much help for them from the prot/healer henchies...though they kept me alive almost all the time; however, when they wiped, the rest of the h/h's were soon to follow unless they could get back to where I reflagged them. bifter
That was in HM El Presidente? Interesting! This is one of 6 or so I have left to do in HM, and haven't got around to trying yet. Might give that build a whirl.
Lady Lozza
Odd, I went with my sister the other day in NM and while I think we would have been able to take him down eventually, he was still regening a touch too fast for the required bathroom and drink breaks which were required by the end of the dungeon. I think we wouldn't have any problem if we had more human players in the team. Spinal shivers + soul bind worked wonders for interrupts, but the hexes broke far more quickly than before half time. Spinal shivers which should have been lasting for around 30 seconds - 15 on the boss, was lasting around 5. And yes I timed it. This made it very hard to keep the degen I had on him. After about half and hour of wiping and coming back we managed to get him down about a 5th of health, meaning another 2 hours would have been spent taking him down. We reached the boss with a bit of dp and quickly clocked up 60%. Approaching him from either side seemed to work best because - no matter how far apart we put our henchie, his aoe (when he got it off) ALWAYS hit ALL of us on the one side.
I don't think we had the best team. My sister's warrior is a little limited in her choice of heroes, the technique though should work but like I said - the hex duration just didn't seem right. I couldn't keep my degen on him and I've never had that problem before really. Degen was how I finally managed to take down Cyndr with hh (normal and hard mode) so the hexes dropping off so quickly is just plain odd. Does he have a skill that strips them or something? Chiyachan
The important question now is... Does anyone want to do the dungeon on NM?
I've been trying to get a party for the last three days... NO-ONE is interested. =( bifter
Did it with the 2 warriors and paragon too. Ugh... messy, but got there in the end. What a total drag of a dungeon this is.
Trevor The Wave
Ummm...The end boss died in 5 seconds with pain inverter when he used Savannah heat, except my whole team died at the same time xD.
That dungeon=piece of cake with pain inverter. bifter
Try it in hard mode - it ain't so easy, and it isn't the boss that's the problem... <_<
tmr819
Quote:
Originally Posted by bifter
|
And I agree, this dungeon is a bit of a drag no matter how you slice it. Still, it might actually be fun, imho, but for the final boss.
Quote:
Originally Posted by Trevor The Wave
That dungeon=piece of cake with pain inverter.
Were you in a player team or with just henches/heroes?
For some reason, Pain Inverter seems to have very little effect on the final boss for me in NM. It almost seems like wasting a skill slot to bring it along. bifter
It was in HM. That build is basically set up to completely own any single caster enemy (concentrated knockdowns + burning refrain / they're on fire), so Ilsundar is the absolute easiest part of the trip. He went down with no fuss at all, in record time.
The rest of the dungeon is a PITA though. Fire eles are never fun to play against with H/H because of bunching in AoE, and the problem is compounded here by narrow, twisting tunnels full of lava - almost impossible in level 2 to stop your hench from fighting bunched up at a corner, standing in a lava pit ><. The forge masters (bull's charge + crushing blow, so squishies can't kite easily) are just the cherry on the cake. Even more annoying are the becalmed djinns on lvl 3, which hench are too stupid not to attack. Mine had killed one, rendering all other mobs enraged, before I'd even finished loading. Anyway, I'd recommend taking consumables, although I don't think you need to waste a set on Ilsundar, unless a party wipe would kick you out. They'd definitely help at parts of level 2 + 3 though. tmr819
Quote:
Originally Posted by bifter
It was in HM. That build is basically set up to completely own any single caster enemy (concentrated knockdowns + burning refrain / they're on fire), so Ilsundar is the absolute easiest part of the trip. He went down with no fuss at all, in record time.
OK. Thanks. I still haven't gotten through this dungeon in NM with h/h's since the NM Ilsunder got buffed in November, let alone HM. (I must confess I've been reluctant to try. It's a long way to go just to find you still can't defeat the end boss.) I was also puzzled about the benefit of [skill]"They're on Fire!"[/skill] and [skill]Burning Refrain[/skill] in the paragon build, since I had thought most of the denizens of this dungeon (including the boss) were resistant or immune to fire spells/burning. (I guess I'm demonstrating my noobiness here, but oh well. ) I wonder how well this approach would work with Magmus...
As for the Becalmed Djinn, as long as none of my henches/heroes uses an aoe, I can usually get by without enraging them -- although I often end up killing them anyway just because they irritate me. MUST KILL RED DOTS... bifter
Well, it doesn't really matter if they're resistant to fire damage - the burning condition is applied solely to trigger "They're on Fire", which gives mammoth damage reduction from that enemy. So, it's a defensive rather than offensive measure. Also - I'm not sure on this - but I believe that the burning condition isn't modified in any way, even for enemies resistant to fire (ie it's always -7 degen).
I heard that the boss was bugged in NM, but is fixed now. Can't speak to the truth of that, as I did it a long time before the bug was reported, and in a guild group. Still, I imagine you will own the boss in no time with this build in NM, so if you can get there, it's worth a try. Ralena~
NM = Nightmare Mode w/ H/H
I ran a [card]Ward Against Harm[/card] Elementalist. 3 DPS Heroes Mhenlo Lina Talon/Devona Zho Getting to the boss was easy enough, killing him was another story. He is still unchanged from his buffed state, still has a billion health, and health regen. You will need degen on him for the countless times you will wipe on him if you decide to go with H/H to slow his health regeneration. I used Putrid Bile/[card]Rising Bile[/card] If you try to [card]Broad Head Arrow[/card] him, it will stop most of his spells, except his firebomb, which is deadly because henchmen don't know how to drop it, it explodes, you wipe. Keep in mind if you interrupt all his spells Pain Inverter will do nothing. Disable Hero ressurection skills. I employed a "zerg" tactic. The first time, I sacrificed a hero to spawn his fireballs, then I went in, Pain Inverter, get heroes to put degen on him, wipe as fast as possible, then repeat. Flag all your caster henchman so they clump up and are all killed at the same time, otherwise you give the boss a couple more seconds of health regen and Pain Inverter damage will suffer. Sometimes I got lucky and he would use his spells on my warrior henchmen buying us about 5-10 seconds to pile on the damage. A couple of times I was unlucky and H/H kept ressurecting each other letting him regen more health. Once I got to 60% DP, a firebomb explosion would instantly drop the entire party and it does not count for Pain Inverter since it's self-induced death. 7/8 times the bomb will hit a henchman and they won't drop it. Boss eventually dropped, probably added 40 to my death counter or something. Doing this mission with competent humans recommended. Bring [card]Protective Spirit[/card]/[card]Shelter[/card] A lot of interrupts/knockdowns. or People who know how to drop firebombs. What a pain. The Little Viking
I love this dungeon. Not just the challange but the scenery. I hate the long trek down to it, but its worth it in the end. As for the end boss: if you go with heros, theres and area in the center of the ring that you can stand at where both rolling fire balls will just barly miss you. Flag your heros on top of you and fire away. Be sure to activate the rez site at the entrance of the boss area before going after the little bugger for just in case you dont get your position just right. I usually get balled over at least once before getting my position just right, but after that, the boss goes down easy since it dosent really move around. or at least it doesnt for me....
bhavv
I did this mission for the first time on NM today with a guildie and 6 heroes, prepared fully and it was a piece of cake the first time around. Our only problem was learning to avoid the fire boulders. I used 3 necros realising after that an MM was a waste with all the burning, but he had extinguish, my other two were SS and an SV N/rt healer. My build was ward against harm, maelstrom, snow storm, breath of the great dwarf, pain inverter, and my guildie was a warrior with a BHA ranger with needling shot, woh healer and motivation paragon. Once we avoided the boulders the boss went down fast and easy.
The reason why it is hard with H/H is because henchmen cant drop the bomb he passes you so it just blows up. You really really need to pack ward against harm and a couple of breaths or extinguish into this mission to make it a lot easier. I use my ward against harm, snowstorm, maelstrom build in all the dungeons now, im also going to change ice spikes to arcane echo for maelstrom. Mineria
We did it as a very random group..
1 warrior, 2 necros, 1 ele, 2 monks, 2 rangers. Only made sure that the ele wasn't fire and that the rangers brought interrupts. bhavv
My guildie first had an SF elly instead of a BHA ranger and I was pretty much like WTF kick that nub fire elly XD. He didnt even know why and asked 'Why, is this dungeon full of destroyers?' O.o
Heres the full elly build you should use in this dungeon if you can: [skill]arcane echo[/skill][skill]maelstrom[/skill]snow storm[skill]glyph of lesser energy[/skill][skill]ward against harm[/skill][skill]water attunement[/skill]breath of the great dwarf And an optional slot where I put Pain inverter Bibblenorn
Quote:
Originally Posted by tmr819
So, use two warriors with:
[skill]Dragon Slash[/skill][skill]Standing Slash[/skill][skill]Sun and Moon Slash[/skill][skill]Savage Slash[/skill][skill]Flail[/skill][skill]Enraging Charge[/skill][skill]"For Great Justice!"[/skill][skill]Resurrection Signet[/skill] and a Paragon with: [skill]"Go for the Eyes!"[/skill][skill]"Watch Yourself!"[/skill][skill]Song of Restoration[/skill][skill]Ballad of Restoration[/skill][skill]"They're on Fire!"[/skill][skill]Burning Refrain[/skill][skill]Aggressive Refrain[/skill][skill]Signet of Return[/skill] and back the warriors up with Great Dwarf Weapon. I had first tried this dungeon a few days ago, using Sab's Team, Lo Sha, Herta, Lina, and Zho. That is my usual team for GW:EN. I am a Dervish, BTW. Needless to say, I found the dungeon easy, but the boss was impossible. So I started reading this thread, and used the above team instead of Sab's. I also replaced Zho with Mhenlo. I added Pain Inverter, Great Dwarf Weapon, and Light of Deldrimor to my usual Scythe build. The Dungeon itself was a bit harder than with Sab's Team, but I managed to get through it okay, with a 7% Morale boost upon reaching the boss. For the Boss, I would stop back out of aggro, put GDW on Jora and Koss, then rush in and apply pain inverter. Usually I died, but often was rezzed in time to put GDW on the warriors a second time. Managed to get the boss 3/4 dead by the third party rez. However, on the next rez, it put me back to a different shrine, in that room with the lava river. By this time, most of us have 60% DP, and can't keep up with the regen anymore. So I used a Powerstone of Courage I happened to have, and we all rushed back in there, and finished the job. I got a gold flamberge from the chest. This was NM, H/H. A thought. I don't think that this boss is too over-powered really. I would just like to be rezzed at the appropriate shrine, and possibly, this guy should have slightly less life, or be placed slightly closer to the shrine. I think it is just that he is so difficult compared to the rest of the dungeon that makes him seem bad. Something I noticed: Jora (although I didn't see Koss doing it) upon getting the Fire bomb, would run a bit away. At lower DP, it killed her (or that one fun time when she got run over by a fire ball), but at little/no dp, she would run back in and start fighting. Could have been my imagination though. T. Drake
Quote:
Originally Posted by Bibblenorn
Something I noticed: Jora (although I didn't see Koss doing it) upon getting the Fire bomb, would run a bit away. At lower DP, it killed her (or that one fun time when she got run over by a fire ball), but at little/no dp, she would run back in and start fighting. Could have been my imagination though.
This could also be the Shield of Fire the boss uses: http://gw.gamewikis.org/wiki/Shield_of_Fire
The AI treat it as it would be AoE Damage and try to get away from it. They also run away from Charr Seekers, because of their Ignite Arrows preparation. Very annoying and makes warrior henchmen/heroes nearly useless, because in almost any Charr group you can find a Seeker and then your H/H start to run around like headless chicken. I'm not sure if you can force them to attack despite of the AoE Damage they suffer, if you order them to engage your target by selecting the attack button in the hero control window. I tried this dungeon a few days ago. It was easy with my ranger, with the dervish though it was another story. Went down to 60% DP very quickly, the biggest drawback in this dungeon is the inability of the henchmen to drop the fire bombs. tmr819
I have to say this dungeon is near the top of my "not fun and really not worth the effort" list. I tried the warrior/paragon combination described above and it worked, but only just. Even with the knockdowns Ilsunder kept spamming Fire Bombs. It was just ... very irritating.
Most of this dungeon is OK, but the end boss is overpowered with respect to the rest of the dungeon, imo. The fire bomb monster skill is weighted heavily against solo players because the NPCs are usually bunched up between the paths of the two fireballs and can't get rid of the damn things. I would imagine Catacombs is an OK dungeon to run with other players, but with an all-h/h team ... ick, not again. |