HM dungeon strategies ?
grillv20
So, I decided to stay up late like a moron and ive been trying different builds and using consumables to get through dungeons in HM. I usually just ursanway everything but yeah I havent really thought of doing these like that. I need some tips people help me out! Ursanway or not to ursanway......... that is the question. And if ursanway are there any dungeons that cant totally be ursanwayed.
Jaceb
These are just my opinions how to successfully do an HM dungeon, i haven't touched UB outside the "Blood washes Blood" quest. You can do them all with it or without it :P. Basic tips though.
First : Know your enemy : as in each enemy type you'll encounter - some might think that it's not even worth the trouble wiki'ing but i find it valuable. It helps making up builds for you and heroes, what kind of henchmen to take. Knowning the enemies also makes it easier to decide what to kill first.
Second: Pulling the mobs. Sure it takes longer to do dungeons but you cant really be too safe in HM. So that NM rushing is very dangerous in some places - Frostmaws Burrows is a good example.
Third: Having a bonder hero/player is a good choice for most dungeons/hm quests along with Mhenlo/Lina, that can save lifes. Just keep him/her on "avoid combat". And perhaps having a necro/rit with SS/Enfeebling Blood & Self heals because they draw alot of aggro (more than monks even). Dont underestimate the incoming melee damage.
Fourth: Consumables but i'm trying my best to do everything without using them, old habits. But yeah they can make your life easier too. I do agree that some dungeons are almost impossible without at least party wide DP removing - Frostmaw's & Vloxen etc.
Fifth: Consider choosing /Ritualist as secondary profession for Death Pact signet - as it can prevent someone & yourself from getting too much DP, though it's a little counter-productive since others are using the hard res. but anyway.
First : Know your enemy : as in each enemy type you'll encounter - some might think that it's not even worth the trouble wiki'ing but i find it valuable. It helps making up builds for you and heroes, what kind of henchmen to take. Knowning the enemies also makes it easier to decide what to kill first.
Second: Pulling the mobs. Sure it takes longer to do dungeons but you cant really be too safe in HM. So that NM rushing is very dangerous in some places - Frostmaws Burrows is a good example.
Third: Having a bonder hero/player is a good choice for most dungeons/hm quests along with Mhenlo/Lina, that can save lifes. Just keep him/her on "avoid combat". And perhaps having a necro/rit with SS/Enfeebling Blood & Self heals because they draw alot of aggro (more than monks even). Dont underestimate the incoming melee damage.
Fourth: Consumables but i'm trying my best to do everything without using them, old habits. But yeah they can make your life easier too. I do agree that some dungeons are almost impossible without at least party wide DP removing - Frostmaw's & Vloxen etc.
Fifth: Consider choosing /Ritualist as secondary profession for Death Pact signet - as it can prevent someone & yourself from getting too much DP, though it's a little counter-productive since others are using the hard res. but anyway.
Jagged
Stupid question, I've heard talk about a "Bonder Hero" for HM. What skills must a hero have to be a Bonder?
Jaceb
My bonder is Mo/E : Life Bond , Shielding Hands, Spirit Bond, Prot. Spirit, Blessed Signet, Blessed Aura, Glyph Of Lesser E. & Res.
Simple build but he can bond the entire party, Life Barrier {e} - can prevent more damage but hero AI uses it like a healing spell after battles. The AI focuses on the bonding unless you disable the spell. Sometimes it would be better to find otherways to protect your party. idle-slot isn't contributing damage or anything besides the bond. It's not the perfect build but it's better to keep it as simple as possible.
Simple build but he can bond the entire party, Life Barrier {e} - can prevent more damage but hero AI uses it like a healing spell after battles. The AI focuses on the bonding unless you disable the spell. Sometimes it would be better to find otherways to protect your party. idle-slot isn't contributing damage or anything besides the bond. It's not the perfect build but it's better to keep it as simple as possible.
tekDragon
You'll be able to hench your way though most dungeons in HM without using consumables if you're careful and bring the right builds as mentioned above.
However, some dungeons are just tougher and will give you problems if you try to go it alone. Shards of Orr will be hard if your main doesnt smite well. Rrargar's menagerie, Catacombs of Kathandrax, and Vloxen Excavations will also give you nightmares so save your consumables for those. I see people also complain about Frostmaw's... but I only found it long but rather easy (BHA takes caer of the snow wurms quite neatly). You should also be able to get a PuG for Duncan and Ooze pit.
However, some dungeons are just tougher and will give you problems if you try to go it alone. Shards of Orr will be hard if your main doesnt smite well. Rrargar's menagerie, Catacombs of Kathandrax, and Vloxen Excavations will also give you nightmares so save your consumables for those. I see people also complain about Frostmaw's... but I only found it long but rather easy (BHA takes caer of the snow wurms quite neatly). You should also be able to get a PuG for Duncan and Ooze pit.