Ilsundur, Lord of Fire
thedeadlyassassin
Simply put, this guy needs to be a bit weakened. I know I'm going to get people thinking I'm crying over some dungeon being too hard blah blah blah...
However, my guild has tackled nearly every single dungeon on NM and HM, but we were no match the Ilsundur, Lord of Fire in Catacombs of Kathandrax.
We didn't die once inside the dungeon, but once we got to the boss, we noticed our health 60% lower, and his still full at 100%.
It's too easy to get DP by this guy, and at that point, he 1 hits you.
Let me share our experience.
2 Lava Balls circling the arena, forcing you into a tight area (or you can spread, but if that thing sneaks up you're dead, no DP, but being dead isn't useful) Being forced into a tight area makes you highly vulnerable to his high damage Savanah Heat.
He then has a monster skill, Shield of Fire, which deals any damage done to him to enemies. He still takes damage, but so you do, and he has about 100x more health then you, probably a lot more.
He then sends lava bombs, which if H/Hing is complete murder as your henchmen have no idea how to drop them. Also, you stop attacking and forced to drop the bomb (or take the damage like an idiot)
Finally his spells deal 50+ damage, and I already said this, but when at 60dp (which you will most likely get) it 1 hits you and your team.
Pain Inverter made this the easiest boss, but it was nerfed on this boss, making him probably the hardest.
Now for what I suggest.
Get rid of us holding the bombs, just make them hit the ground on us, and you have to move from it before it sets off.
Spells shouldn't deal so much damage.
I didn't mention this, but conditions that last normally 20 seconds last probably about 5 seconds on this boss (and other bosses) making conditions nearly worthless. Make them last a little longer on this guy
Again I forgot to mention this, but somehow he can heal about 1/15 his health regularly. That may not seem like a lot, but it's probably about 300 health, which really is a lot since this boss has tons of health and armor. Please get rid of this.
Again, I did this on Normal Mode with my guild, who was able to tackle nearly every dungeon on HM and NM. We didn't end up killing the boss, because it was hopeless.
I'm not asking for a massive change making this boss a piece of cake, but to make it more... possible. I can't even imagine competing against this boss on HM.
NOTE: please don't call me a whiner, I'm being serious and I'm not ranting about this guy out of frustration, I really think a change is needed. (Btw, I know the people that are going to call me a whiner are just being assholes because I asked them not to and want to be smartasses, so /ignored to those people )
However, my guild has tackled nearly every single dungeon on NM and HM, but we were no match the Ilsundur, Lord of Fire in Catacombs of Kathandrax.
We didn't die once inside the dungeon, but once we got to the boss, we noticed our health 60% lower, and his still full at 100%.
It's too easy to get DP by this guy, and at that point, he 1 hits you.
Let me share our experience.
2 Lava Balls circling the arena, forcing you into a tight area (or you can spread, but if that thing sneaks up you're dead, no DP, but being dead isn't useful) Being forced into a tight area makes you highly vulnerable to his high damage Savanah Heat.
He then has a monster skill, Shield of Fire, which deals any damage done to him to enemies. He still takes damage, but so you do, and he has about 100x more health then you, probably a lot more.
He then sends lava bombs, which if H/Hing is complete murder as your henchmen have no idea how to drop them. Also, you stop attacking and forced to drop the bomb (or take the damage like an idiot)
Finally his spells deal 50+ damage, and I already said this, but when at 60dp (which you will most likely get) it 1 hits you and your team.
Pain Inverter made this the easiest boss, but it was nerfed on this boss, making him probably the hardest.
Now for what I suggest.
Get rid of us holding the bombs, just make them hit the ground on us, and you have to move from it before it sets off.
Spells shouldn't deal so much damage.
I didn't mention this, but conditions that last normally 20 seconds last probably about 5 seconds on this boss (and other bosses) making conditions nearly worthless. Make them last a little longer on this guy
Again I forgot to mention this, but somehow he can heal about 1/15 his health regularly. That may not seem like a lot, but it's probably about 300 health, which really is a lot since this boss has tons of health and armor. Please get rid of this.
Again, I did this on Normal Mode with my guild, who was able to tackle nearly every dungeon on HM and NM. We didn't end up killing the boss, because it was hopeless.
I'm not asking for a massive change making this boss a piece of cake, but to make it more... possible. I can't even imagine competing against this boss on HM.
NOTE: please don't call me a whiner, I'm being serious and I'm not ranting about this guy out of frustration, I really think a change is needed. (Btw, I know the people that are going to call me a whiner are just being assholes because I asked them not to and want to be smartasses, so /ignored to those people )
Arkantos
From what I've heard, the boss is harder in NM then it is in HM.
Anyways, /notsigned. No boss is hard if you bring the right counters, this boss included.
Anyways, /notsigned. No boss is hard if you bring the right counters, this boss included.
pumpkin pie
I hate Ilsundur, Lord of Fire. when I get its weapon, I'd be very happy, its not so much that I cannot kill him/her, its the two giant ball of fire that kill me...
his life bar is at 20% and I would have gotten rid of it, then all my hench got wipe out by the ball of fire (both the monks are there), and the other half got sneak attack during and then the death penalty build ups, I reach Iisundur, with 10% morale boost, and did not managed to kill it.... GRRRRRRR and I haven't gone looking for him since, but guildwiki says this help
Pain Inverter.
his life bar is at 20% and I would have gotten rid of it, then all my hench got wipe out by the ball of fire (both the monks are there), and the other half got sneak attack during and then the death penalty build ups, I reach Iisundur, with 10% morale boost, and did not managed to kill it.... GRRRRRRR and I haven't gone looking for him since, but guildwiki says this help
Pain Inverter.
Div
Quote:
Originally Posted by thedeadlyassassin
However, my guild has tackled nearly every single dungeon on NM and HM, but we were no match the Ilsundur, Lord of Fire in Catacombs of Kathandrax.
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thedeadlyassassin
PI was nerfed from it, read wiki again
wetsparks
wonder why this guys page on guildwiki doesn't state that this is an easter egg referring to Isildur from Lord of the Rings and having to cast the one ring into the fire of mount doom.
IslandHermet
Quote:
Originally Posted by thedeadlyassassin
Simply put, this guy needs to be a bit weakened. I know I'm going to get people thinking I'm crying over some dungeon being too hard blah blah blah...
However, my guild has tackled nearly every single dungeon on NM and HM, but we were no match the Ilsundur, Lord of Fire in Catacombs of Kathandrax. We didn't die once inside the dungeon, but once we got to the boss, we noticed our health 60% lower, and his still full at 100%. It's too easy to get DP by this guy, and at that point, he 1 hits you. Let me share our experience. 2 Lava Balls circling the arena, forcing you into a tight area (or you can spread, but if that thing sneaks up you're dead, no DP, but being dead isn't useful) Being forced into a tight area makes you highly vulnerable to his high damage Savanah Heat. He then has a monster skill, Shield of Fire, which deals any damage done to him to enemies. He still takes damage, but so you do, and he has about 100x more health then you, probably a lot more. He then sends lava bombs, which if H/Hing is complete murder as your henchmen have no idea how to drop them. Also, you stop attacking and forced to drop the bomb (or take the damage like an idiot) Finally his spells deal 50+ damage, and I already said this, but when at 60dp (which you will most likely get) it 1 hits you and your team. Pain Inverter made this the easiest boss, but it was nerfed on this boss, making him probably the hardest. Now for what I suggest. Get rid of us holding the bombs, just make them hit the ground on us, and you have to move from it before it sets off. Spells shouldn't deal so much damage. I didn't mention this, but conditions that last normally 20 seconds last probably about 5 seconds on this boss (and other bosses) making conditions nearly worthless. Make them last a little longer on this guy Again I forgot to mention this, but somehow he can heal about 1/15 his health regularly. That may not seem like a lot, but it's probably about 300 health, which really is a lot since this boss has tons of health and armor. Please get rid of this. Again, I did this on Normal Mode with my guild, who was able to tackle nearly every dungeon on HM and NM. We didn't end up killing the boss, because it was hopeless. I'm not asking for a massive change making this boss a piece of cake, but to make it more... possible. I can't even imagine competing against this boss on HM. NOTE: please don't call me a whiner, I'm being serious and I'm not ranting about this guy out of frustration, I really think a change is needed. (Btw, I know the people that are going to call me a whiner are just being assholes because I asked them not to and want to be smartasses, so /ignored to those people ) |
I had no clue what I was getting into when I did this dungeon and Completed it on the 1st time through. I H/H all of GW:EN except when doing HM slavers.
Phoenix Tears
not signed
the boss is a joke with the right team build and the right tactic. iE. simple standing all at correct spots and not there, where these flame balls roll around
I made kathandrax HM direct without any problems, when I were in it with a proper team the first time ...
at front just the typical Obsi tank, which keeps ilsulnur busy, so that he doesnt use his bomb skill or the flame skill on anyone other, then the tank..2 monks which heal and prot/bond the tank, 1 splitter ranger or bha, i suggest for the generel dungeon is splitter build much better
then while the boss is on the tank, just keep up ever pain inverter running and the boss will fall in like 5 minutes around, without 1 dieing, when the tank is good and knows how to play the role good and in which row he has to use his skills for best effects
and elese will echo nuke, SS will keep up naturally his hexes too, give life degeneration, and gives monks naturally br....
best point to stand in the area is the middle, because the flame ball roll only in the inner and the outer line, the middle is totally safe
absolutely no need to change this boss....theres more a need in nerfing vlox stage 3 for HM, raising the damn perma repeat full rezz for HM from 2 minutes to say 5 Minutes, so that players have in HM also some enough time to kill enemies there, without getting ever in unendless fights, because when you killed monsters D-F, then A,B and C are again full rezzen and charge to you, because you couldn't rush far enough away in the time to reach a place out of their aggro area >.<
When your team has there simple not enough attack power und you kill these lvl 30 ancient bastards too slow, fights end there much to quick in endless fights and your team gets stuck, because u have ever to fight something or somebody of your team mates got kiled, that you have to rezz...
either change this, or make it so, that frost soil will stop this automatic repeted perma full hp rezz, where these unbalanced bastards receive even no DP at all.
Vlox HM is like one of the real HM elite dungeons ..HM Duncan is against Vlox an absolute joke...
even HM shards of orr is x times a real much better elite dungeon, then exile ...
the boss is a joke with the right team build and the right tactic. iE. simple standing all at correct spots and not there, where these flame balls roll around
I made kathandrax HM direct without any problems, when I were in it with a proper team the first time ...
at front just the typical Obsi tank, which keeps ilsulnur busy, so that he doesnt use his bomb skill or the flame skill on anyone other, then the tank..2 monks which heal and prot/bond the tank, 1 splitter ranger or bha, i suggest for the generel dungeon is splitter build much better
then while the boss is on the tank, just keep up ever pain inverter running and the boss will fall in like 5 minutes around, without 1 dieing, when the tank is good and knows how to play the role good and in which row he has to use his skills for best effects
and elese will echo nuke, SS will keep up naturally his hexes too, give life degeneration, and gives monks naturally br....
best point to stand in the area is the middle, because the flame ball roll only in the inner and the outer line, the middle is totally safe
absolutely no need to change this boss....theres more a need in nerfing vlox stage 3 for HM, raising the damn perma repeat full rezz for HM from 2 minutes to say 5 Minutes, so that players have in HM also some enough time to kill enemies there, without getting ever in unendless fights, because when you killed monsters D-F, then A,B and C are again full rezzen and charge to you, because you couldn't rush far enough away in the time to reach a place out of their aggro area >.<
When your team has there simple not enough attack power und you kill these lvl 30 ancient bastards too slow, fights end there much to quick in endless fights and your team gets stuck, because u have ever to fight something or somebody of your team mates got kiled, that you have to rezz...
either change this, or make it so, that frost soil will stop this automatic repeted perma full hp rezz, where these unbalanced bastards receive even no DP at all.
Vlox HM is like one of the real HM elite dungeons ..HM Duncan is against Vlox an absolute joke...
even HM shards of orr is x times a real much better elite dungeon, then exile ...
Turbobusa
I did it in NM with people who really sucked ass, and he was a breeze with just a BHA ranger, so leave him alone.
Arkantos
Quote:
Originally Posted by thedeadlyassassin
PI was nerfed from it, read wiki again
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Quote:
Originally Posted by Guildwiki
NOTE - Bringing Pain Inverter and allowing him to use Savannah Heat on the whole party kills him (and your party) within 5 seconds. <---This is no longer true since using this tactic will only bring his health down by 10 percent. Breath of the Great Dwarf is great for instant healing of burning and a small heal boost.
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roflcopter2445
Bring winter or a better bar. /notsigned
Nuclfus
Actually I remember killing this boss with my roommate and heroes in literally about 12 seconds (mesmer power, mind you ). I had figured this boss needed to be much harder, but seeing as this thread has come up I guess that's not the case.
Mangione
Just check this thread in "Eye Of The North" section of this forum:
http://www.guildwarsguru.com/forum/s...php?t=10222087
(it was made by two threads merged together, so you'll find the discussion about Ilsundur about at the half of the first page, and from half of the second page till the end)
It seems that an update buffed Ilsundur, since some people who had no trouble killing him a couple of times, after the update were unable to kill him (or they had a lot of problems).
http://www.guildwarsguru.com/forum/s...php?t=10222087
(it was made by two threads merged together, so you'll find the discussion about Ilsundur about at the half of the first page, and from half of the second page till the end)
It seems that an update buffed Ilsundur, since some people who had no trouble killing him a couple of times, after the update were unable to kill him (or they had a lot of problems).