Realm of Torment NEEDS to be changed!

2 pages Page 1
Tender Wolf
Tender Wolf
Banned
#1
Okay, I have a quest log filled with at least 10 quests that need to be done in the Realm of Torment. Since I'm finally rank 8 Lightbringer, I decided to get them done. And even as a rank 8 LB, in normal mode, it's near impossible. I don't dare go out there in hard mode...I'd get one-hit.

Let's start off with these facts:
  • Domain of Pain/Gate of Pain - 20 damage every time you use a skill (eventually it adds up)
  • Domain of Secrets - Skills cost 40% more energy to cast
  • Domain of Fear - Move, attack, and activate skills 15% slower
  • Nightfallen Jahai - Skills are disabled for an additional 3 seconds

And there are probably more but I forgot them. And let's not forget this:

Big mobs of level 28 Torment creatures:
  • Shadow Monk - Light of deliverance heals it and all other shadow creatures, and it's too fast to interrupt
  • Shadow Elemental - Fire Storm and Mind Blast will wipe the party quickly
  • Rain of Terror - same thing
  • Arm of Insanity - Barrage and Quickening Zephyr spirit, making skills cost even more energy while in Domain of Secrets
  • All Torment creatures - Call to the Torment

Combine all these up and the Realm of Torment really lives up to its name. Now normal mode was supposed to limit the groups of mobs to avoid aggro but they seem exactly the same to me. So each area of the Realm of Torment has some disadvantage environmental effect combined with mobs of level 28's out the whazoo, and Call to the Torment to make even more.

This really needs to be changed. Get rid of either the environmental effects, Call to the Torment (it's hard enough without more monsters popping out becuase people can't kill them fast enough, or at least make it interruptable instead of isntantly activating), and/or fix the clumped mobs. Anything so it's not so dang hard. If a rank 8 LB can't even survive out there then it's too hard.

Even if you're doing the primaries it's still too hard. You can't move and if you try to run you get hit with Mind Freeze, but if you try to fight then multiple groups aggro and you die. This seriously needs to be fixed.
MrSlayer
MrSlayer
Jungle Guide
#2
I have honestly never had trouble with the Realm of Torment. I find that 2 nukers, 2 Monks, an interrupter and a bunch of random others will get you through with minimal problems.

From the sound of it, you're over-aggroing. You seem to be thinking that Normal Mode limits the number of mobs to avoid aggro. This is grossly incorrect. Normal mode enemies hit for less, hit more slowly and won't scatter as quickly. They also hold aggro on one person better.

Hard Mode enemy run faster, hit harder, will scatter pretty quickly from any form of AoE and will not as easily hold aggro. They're harder, faster, stronger, better (Daft Punk anyone) than Normal Mode enemy.

I'd say consider your team build carefully for these kind of areas. Get all your heroes/henchies/people on the Monk first, then take out the nukers and the Rangers. Constantly be killing the QZ spirits that pop-up and leave the Paragons until last (useless as they are). 2 x SF nuker hero will easily out-strip Call to Torment. Also made sure to bring Wild Blow on a melee, so you can remove Lightning Reflexes from the Rangers (they use it right before Call to Torment).
shru
shru
Wilds Pathfinder
#3
Quote:
Originally Posted by MirkoTeran
You're bad at game. So whats new?
Let's try to be a little more constructive than that.

To OP:

If you're having trouble working one area of the game, break down the area, it's effect, and the monsters in it. Put together a team that can deal with the specific effects and the monsters unique to the zone. With a place as varied as RoT, you can't expect to aproach it the same way every time. You can also go onto the official wiki, or the older wiki and use their guides and other peoples helpful sujestions as opposed to comments like the one above me.
M
Molock
Desert Nomad
#4
Realm of Torment is actually not that hard. I usually use 2 SF eles (me and Zhed), the fire ele hench, Koss (with some watch yourself & wild blow), Tahlkora (LoD+Holy Haste), a healer hench, the illusion mesmer hench, and one other (ranger, necro, warrior depending on the area).

That setup gets me through with relative ease and I'm only r6 LB.
M
MetalMan
Krytan Explorer
#5
@Molock - Theres no Hench in the Realm of Torment. You might be thinking of the other area.

@OP - Its an elite area - its meant to be difficult, and with a decent setup and some sense it is possible.
Orange Milk
Orange Milk
Desert Nomad
#6
Its not called "The Realm of Throw Pillows" (which are purly decrative and serve no real purpose, BTW)

OP

Reread you post, look at the list of the things the bad guys do that you hate. Now build your team around counters to those.

Scourge Healing ion acouple of the baddies will ding the monks good.
Daze the elementals, your a Range right? Take A ranger hero too, you bothe go Broad Head/Interupt and GG Fire Storm (Or Pain Inverter)
When you see a QZ kill it, and take low E skills or add in an E gain skill or two, take a BiP hero.

Tis that simple, even look up stuff on Wiki, see what your going up against and plan ahead. Ya cant B/P everything (though I will try)

@ Metal Man, Re Read Shes talkin bout the normal places, as in the mission line to complete the game.
Star Gazer
Star Gazer
Wilds Pathfinder
#7
uh dude, there are henchies. your thinking of DoA. and yes, it can be difficult to control this area if you over aggro. pull = win
Tender Wolf
Tender Wolf
Banned
#8
Quote:
Originally Posted by MetalMan
@Molock - Theres no Hench in the Realm of Torment. You might be thinking of the other area.
Actually it's Domain of Anguish that's the elite area with no henchies. Realm of Torment is an actual regular place that's a pain.

Quote:
Originally Posted by ibreaktoilets
You NEED to stop being bad!
Quote:
Originally Posted by MirkoTeran
You're bad at game. So whats new?
You both NEED to grow up. Guess you didn't learn your manners when you were 3 - treat others as you wish to be treated. If you have nothing nice to say then don't say anything at all.
quickmonty
quickmonty
Ancient Windbreaker
#9
Break it down
Figure out what you need .... profession and skills
Most of all .... take your time. Watch patrols and fight just one group at a time.

This is a difficult area at first, but after you gain experience there it shouldn't be as difficult.

I have done all the quest/missions there in NM, have farmed a little, and capped elites there, mostly with H/H
MagmaRed
MagmaRed
Furnace Stoker
#10
Quote:
Originally Posted by Tender Wolf
Okay, I have a quest log filled with at least 10 quests that need to be done in the Realm of Torment. Since I'm finally rank 8 Lightbringer, I decided to get them done. And even as a rank 8 LB, in normal mode, it's near impossible. I don't dare go out there in hard mode...I'd get one-hit.

Let's start off with these facts:
  • Domain of Pain/Gate of Pain - 20 damage every time you use a skill (eventually it adds up)
  • Domain of Secrets - Skills cost 40% more energy to cast
  • Domain of Fear - Move, attack, and activate skills 15% slower
  • Nightfallen Jahai - Skills are disabled for an additional 3 seconds

And there are probably more but I forgot them. And let's not forget this:

Big mobs of level 28 Torment creatures:
  • Shadow Monk - Light of deliverance heals it and all other shadow creatures, and it's too fast to interrupt
  • Shadow Elemental - Fire Storm and Mind Blast will wipe the party quickly
  • Rain of Terror - same thing
  • Arm of Insanity - Barrage and Quickening Zephyr spirit, making skills cost even more energy while in Domain of Secrets
  • All Torment creatures - Call to the Torment

Combine all these up and the Realm of Torment really lives up to its name. Now normal mode was supposed to limit the groups of mobs to avoid aggro but they seem exactly the same to me. So each area of the Realm of Torment has some disadvantage environmental effect combined with mobs of level 28's out the whazoo, and Call to the Torment to make even more.

This really needs to be changed. Get rid of either the environmental effects, Call to the Torment (it's hard enough without more monsters popping out becuase people can't kill them fast enough), and/or fix the clumped mobs. Anything so it's not so dang hard. If a rank 8 LB can't even survive out there then it's too hard.

Even if you're doing the primaries it's still too hard. You can't move and if you try to run you get hit with Mind Freeze, but if you try to fight then multiple groups aggro and you die. This seriously needs to be fixed.
Light of Deliverance is VERY easy to interrupt. Even if the cast time was cut in half, you have 1 second to interrupt it. If a Ranger can't interrupt a 1 second cast spell, they need to take a Hero to do it for them. And since LoD is a 2 second cast, you have even worse problems.

Firestorm will do significant damage. But it doesn't move, so don't stand in it. Flag heroes/hench if need be, and again, it can easily be interrupted.

The worst, for me, are the QZ Rangers and the Rains. The Rains seem to do very nice spiking, I've never seen enemies time a skill like Deep Freeze as well as they do. And since they come in groups of 3-5, getting hit with 5 Deep Freezes within 1-2 seconds hurts. Blurred Vision makes Ranger interrupts hard, but that means you need some hex removal skills from someone. Call to Torment isn't too bad, you just need to Spike the target when they use it.

Lightbringers Gaze is powerful, take it, use it, love it.

Now, what needs to be changed? Your playing style maybe.
Snow Bunny
Snow Bunny
Alcoholic From Yale
#11
I remember realm of torment being difficult.

Wait, RoT is PvE right?

Oh nevermind, it was never difficult.

oshi-

to the OP: Stop being bad @ GW
truemyths
truemyths
Frost Gate Guardian
#12
Good grief folks are nasty in their responses. sigh, just an example of why people h8 gw with the l33t griefers and why anet had to give us heroes so we could avoid ever having to party with them. And probably why the poor person who asked the question uses h/h...

RoT, just like folks above said...
1) pull slow
2) tweak ur builds
3) be patient

Do you have all the heros, incl. those from EoTN and most of the skills/elites opened? If so, you have a great number of hero builds available to you to try. I've found great luck in tweaking my hero/hench setups by areas. Adding in Smite Monks for heavy Undead areas, paras for field support (works well with SF eles), splinter rangers for mob heavy groups, mesmers for cast heavy areas, etc.

And if you really get stuck, try getting at least 1 other peep from ur guild or in party to help, having 2 sets of heroes is easier. Or if you have trouble getting someone for the long run, sometimes I've asked them to join (and then leave if they want) so i could use their heroes (6 heroes can be better than 3 heroes and 4 henchies).
N
Narcin
Lion's Arch Merchant
#13
if your really having trouble i always find that if its just you, depending on your class, bring a warrior tactics shouts always helps if your having that much trouble. A monk is always good, bring an SF ele, rodgorts with glyph of lesser, and if the area has exploitable corpse and MM, otherwise an SS necro with enfeebling blood works realy well for lessening damage you take. As for hench take 2 more monks an ele and interupter would be best but use what you want, PvE is REALLY easy with a combo like this.
MithranArkanere
MithranArkanere
Underworld Spelunker
#14
I never had a problem in there.

I actually got the Lightbronger title in the Domain of secrect in hard mode with relative easiness:

- Shadow Monk: Savannah Heat. Dead.
- Shadow Elemental: Same as monks.
- Rain of Terror: Some dazing or bringing Odurra is more than enough to wipe them easily.
- Arm of insanity: Useless when blinded and weakened. They die soon when attacked with physical damage and degeneration.
- Call to the torment takes quite a lot of time, and if you avoid to use too much area of effect skills and use wisely the Lightbringer's Gaze, they are not a problem.

Really, they are not that hard.
Mordiego
Mordiego
Furnace Stoker
#15
I just hope U R not expecting environment effects removal in DOA because that'd be an outrage at current state of inflation!
Notice the price drop on Tormented gear. remove the environment effects and we got lvl 8 wammos all running with tormented swords!!!

and as for "normal" Torment areas- IMAO- there is really no need to do them in HM (maybe if U want to farm some stygian gear?, but DoA seems to be better for it) since they don't count towards your vanquisher title. But if ambition pushes U to do it or U desperately need Exuro's Will (yukk)- the effects might rly be a problem, but at least that makes these areas a bit more difficult than the others, especially when the entire GW became sooo easy. They seem to be the last enclave of a real challenge (obviously not for all). Let's not destroy it.
Dean Harper
Dean Harper
Jungle Guide
#16
get a good team together and stop complaining because you cant beat an area. Im a Mesmer and even so, its really not that hard when you get a good team configuration...
MisterB
MisterB
Furnace Stoker
#17
Click the Abandon Quest button on your quests; they are optional. You don't NEED to do them. Environment effects in Torment are annoying and not very fun, but they are really not that hard. The enemies aren't too difficult unless you take too many groups. The enemy patrol patterns are designed to overlap so you may end up fighting 3 groups instead of one. To counter this, pull.

Bottom line: it's not too hard, and it doesn't need to change. You need to adapt so that it is no longer impossible for you.
Curse You
Curse You
Furnace Stoker
#18
/notsigned

RoT - Annoying, yes. Hard, not at all. I've managed to blast my way through it with 5 of my characters, with very few alterations to my, or my heroes' builds. At most I had to change maybe 2 skills on each skill bar.

It's all a matter of being prepared for the fight. Since I like to use very high utility builds, I usually can go anywhere with the same builds.
Arkantos
Arkantos
The Greatest
#19
I don't understand how you're saying RoT is hard when you deal 40% more damage and have 8 damage reduction against pretty much every foe. You're either aggroing all the mobs you see or your running bad builds. Seriously, with r8 lightbringer you shouldn't be complaining this area is difficult.
=
=DNC=Trucker
Krytan Explorer
#20
My only beef with ROT is Quickening Zephyr (30% more ) in the Domain of Secrets (40% more). It just seems unnecessary.