Realm of Torment NEEDS to be changed!

Tender Wolf

Tender Wolf

Banned

Join Date: Jul 2007

All over Tyria, Cantha, & Elona

The Eternal Night Vanguard [TEN]

R/

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

Join Date: Apr 2006

United Kingdom

Quit Whining And [PLAY]

Mo/

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

Join Date: Apr 2006

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.

Molock

Desert Nomad

Join Date: Sep 2006

Qu??bec

Legacy of Angels [Halo]

E/

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.

MetalMan

Krytan Explorer

Join Date: Apr 2007

Some Guild.

W/Mo

@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

Join Date: Mar 2006

Ganking, USA

Retired

R/

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

Join Date: Nov 2005

Zerohour Enterprises [ZHE]

W/

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

Join Date: Jul 2007

All over Tyria, Cantha, & Elona

The Eternal Night Vanguard [TEN]

R/

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

Join Date: May 2005

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

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

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

Join Date: Jul 2007

Strong Foreign Policy [sFp]

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

Join Date: Jan 2007

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).

Narcin

Lion's Arch Merchant

Join Date: Feb 2007

Mo/

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

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

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

Join Date: Sep 2007

Pozna??, UTC+1

We Are From Poland [Pol]

N/A

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

Join Date: Dec 2005

USA

The Killer Clan Musketeers [TKCM]

Me/E

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

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

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

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

/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

Join Date: Feb 2006

W/

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

Join Date: Apr 2006

TLA

Me/

My only beef with ROT is Quickening Zephyr (30% more ) in the Domain of Secrets (40% more). It just seems unnecessary.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

I avoid the Realm of Torment because it's dark an dull, not because it's too hard, but I'll agree on this: The environmental effects are cheesy and annoying.

I hate environmental effects. I hated them in Glints Lair when they were far weaker, and I hate them in RoT when they're extremely annoying. They serve no purpose but to slow the game down - and how does slowing the game down add to the fun?

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by Numa Pompilius
I hate environmental effects. I hated them in Glints Lair when they were far weaker, and I hate them in RoT when they're extremely annoying. They serve no purpose but to slow the game down - and how does slowing the game down add to the fun?
It doesn't add to the fun, it adds to the challenge. This area is the last area of Nightfall, it's obviously going to be somewhat challenging. As you get further in a game, it becomes more challenging. Every game is like that. This game wouldn't be fun if every area was a walk in the park.

mrmango

mrmango

Desert Nomad

Join Date: Oct 2006

Southern California

Charter Vanguard [CV]

Me/Rt

Numa, it's to provide a challenge and filter out the bad players, but obviously it's only half good at that.

RoT should be that hard for people who think mending is a good skill.
You know, all your whining has made me want to bring my mesmer and do all of those quests, I think I'll do it them this weekend.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

I made the quests long time ago. They were fun, interesting and not hard at all. I made them with Lightbringer rank 3.

The harder was the one to save Keeper Jinyssa. I forgot abou it after 3 tries, then came back last weekend after 4 months. I made it with Henchmen and Heroes, thanks to a better HeroHench team build. And it was surprisingly easier. This time I had LB 8, though.

The only thing I can say it's that it felt like Margonites and Torment creatures having less health than the last time.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by Arkantos
It doesn't add to the fun, it adds to the challenge. --- This game wouldn't be fun if every area was a walk in the park.
I like challenge, as in "harder". I don't like challenge as in "slow and tedious".
And "slow and tedious" is what the environmental effects achieve. Give me bigger groups of mobs, mixed groups, smarter skillsets, better positioning - but wtf cheese-out is upping difficulty by health, energy, or skill slowdown/degen?

Like I said: that's not challenging-hard. It's challenging-dull.

Quote:
Originally Posted by mrmango
Numa, it's to provide a challenge and filter out the bad players, but obviously it's only half good at that. ---
You know, all your whining has made me want to bring my mesmer and do all of those quests, I think I'll do it them this weekend.
Be my guest. My mesmer already have.

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

Quote:
Originally Posted by MirkoTeran
You're bad at game. So whats new?
What this guy said.

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

Quote:
Originally Posted by Tender Wolf
[*]Shadow Monk - Light of deliverance heals it and all other shadow creatures, and it's too fast to interrupt

Your thread was almost credible until you said this. If you cannot interrupt a 2 second cast time spell, /uninstall, for the sake of everyone here.

Also, the whole "Call To T3h Torment iz t3h IMBA", they take 2x damage, its like them frenzy-ing for you without the IAS, I consider it a help more than a hurt.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

/notsigned

I can play HM RoT regularly with H/H.

Off topic: Stop insulting TenderWolf guys. Or else I'll have to start christening people as the new Zinger.

Darkobra

Darkobra

Forge Runner

Join Date: Aug 2006

Scotland

Type like an idiot, I'll treat you like an idiot

E/Me

Quote:
Originally Posted by Tender Wolf
  • 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
Domain of Pain: Heal Party, Light of Deliverance.
Domain of Secrets: Better energy management, not spamming attacks without necessity.
Domain of Fear: Here's a new one that I didn't have back then - Essence of Celerity.
Nightfallen Jahai: Wait three seconds, don't run a Searing Flames build.

Shadow Monk: Broadhead Arrow, Backfire, Diversion...
Shadow Elemental: Same, but MOVE OUT the AoE...
Rain of Terror: Same thing.
Arm of Insanity: Need I bother with this one?
Torment Creatures: Spike the ones who use it quickly. All on the same target.

I completed Nightfall the first day it came out. If you played the past two games, none of it is new. All you have to do is read the skills and think the best way to counter them.

If you fail, think why you failed, adapt and move on.

Uber Mass

Uber Mass

Krytan Explorer

Join Date: Oct 2006

The Netherlands

retired from gw [agro] still ftw

W/

Maybe you need someone to show you how its done cause its not that hard imho

I D E L E T E D I

I D E L E T E D I

Wilds Pathfinder

Join Date: Oct 2007

[BAAA] guest me NOW

Mo/

So let me get this straight. You are saying you cant interupt a flipping TWO SECOND LoD??????
ill agree with alot of the people here, stop being bad at the game then make some good suggestions. All your suggestions so far have been 2 lines of
"XXX HAS TO BE CHANGED". And so far all the onces i have read were very terribaed suggestions.

/Notsigned(has to go)

Hyper Cutter

Hyper Cutter

Desert Nomad

Join Date: Jun 2006

Knights of the White Eye [HINA]

Call to the Torment at least needs to be fixed so Torment Creatures don't use it early. I've seen them using it in the 50-75% health range, it's pretty annoying...

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

Quote:
Originally Posted by Hyper Cutter
Call to the Torment at least needs to be fixed so Torment Creatures don't use it early. I've seen them using it in the 50-75% health range, it's pretty annoying...
That's not always a bad thing. In fact, I always laugh maniacally when they do that because it means I can proceed to slaughter them mercilessly. They take double damage after all. It's fun hitting them for 200+ Eviscerate, then Executioner's for the kill.

tmr819

tmr819

Krytan Explorer

Join Date: Nov 2007

W/Mo

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.
Me, too. So, we're in the same boat. I had been procrastinating on these quests because of these very groups. But I'm finding it's not so bad, and none of my toons has Lightbringer 8. I hate farming for LB rep so I just started doing the quests and have managed to complete most of them just fine at LB lvl 3 -- even Master's Difficulty ones (like that one where you have to defend the Wardens -- it was difficult, yes, but not impossible). The highest Lightbringer rank I have on any of my toons even now is level 4. Level 8 must be very nice.

Quote:
Originally Posted by Tender Wolf
  • 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
The debuffs are a nuisance, but you get used to them.

Quote:
Originally Posted by Tender Wolf
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
Really, these groups are not all that bad. Just pull carefully and prioritize your target. I always go after the Rains of Terror first. If there is more than one, I lock a Broad Head Arrow interrupter Hero on one, while the rest of us take down the other. Then I go for Word of Madness and Arm(s) of Insanity. If you also have Ward against Melee, from you and/or a Hero, it buys you time. If some torment creature is getting whittled down in health, hit it with Lightbringer's Gaze at that point and chances are good Call to the Torment will never get activated; in other words, slam dunk them when they are at low health and start their "calling." In Shadow Groups, I usually BHA lockout the Monk and finish off the elementalists first.


Quote:
Originally Posted by Tender Wolf
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.
I don't agree about it needing to be changed. It's just a matter of learning the right tactics.

I feel your pain, really I do. But if I have learned one thing in this game it's that "impossible" areas are not impossible at all, it's just a matter of practice, strategy, and knowing what critters in a given mob need to be priority 1. Locking interrupting Heroes on the 2nd and 3rd priority monsters in a given group while you take down the 1st priority monster has also proven to be a successful tactic for me. It's one of the wonderful things about Heroes!

With practice, you will find it is really not so "dang hard" after all.

T-D-C

T-D-C

Lion's Arch Merchant

Join Date: Feb 2006

Also you may want to abandon some quests and do them 1 at a time. Some quests add multiple enemies to a single area making it that much more difficult.

Try doing them one by one and see if that helps.

Squishy ftw

Squishy ftw

Desert Nomad

Join Date: Aug 2007

Your backline

W/

/notsigned

The area is not too hard, it's something you're doing wrong.

I suggest you post your/your hero's builds because you really shouldn't be having any problems in this area as a r8 LB. I actually finished nightfall a week ago on my monk(r2 LB) whitout any real problems. And I'm pretty bad at monking, I can tell you that

Also take note of the good suggestions made here, like pulling, which is in certain areas in RoT extremely useful.

So, read all the suggestions and use them, alter your hero builds and try again. If you're still having problems, feel free to pm me in-game. I love tormented areas(40% more dmg ftw)

Tatile

Tatile

Desert Nomad

Join Date: Sep 2007

Stygian Disciples of Tenebrasus

N/Me

I'm surprised this isn't closed yet, just seems like flame-bait to me. Ah well, tis such that those who whine get publicly rediculed.

The Realm of Torment isn't that hard, unless you either:
A) Have no idea what you're doing;
B) Have no Lightbringer rank;
or
C) Cannot see where you're going wrong or fail to accept that you are going wrong.

In fact, A and C apply to all areas of the game...
/notsigned.

Pyro maniac

Pyro maniac

Desert Nomad

Join Date: Apr 2006

I agree it needs a change, but not by making it easier

atm only cookie-cutter builds can run through this area. Would prefer to have the area more different kinds of foes and skills. So it actually becomes fun instead of just spamming Save Yourselves and let the ele's support you.
That's pretty much the reason I don't PvE that much, the foes are just strong because of the high level and the fact they can spam 3-4 exhaustion skills and then die. No challenge involved in defeating them.

Darkobra

Darkobra

Forge Runner

Join Date: Aug 2006

Scotland

Type like an idiot, I'll treat you like an idiot

E/Me

Only "cookie cutter builds" can get you through realm of torment? Uh...

NecroticChanter

Frost Gate Guardian

Join Date: Nov 2007

Toronto

Real Eyes Realize Real Lies[Tree]

P/

/unsigned

That area is supposed to be hard...
First, the shadow monk uses LoD...you do know about the recent nerf of that skill right? You're a ranger too, 2 second cast is too fast for u? The arms of insanity do have a crazy high dmg barrage. Answer=Aegis. Careful pulling will get you through. Call of Torment means that they will take double damage...just pressure that one creature until it dies. To begin with, don't attack them all at once, focus on their healers-->nukers--> tanks.

Lastly, Sab's 3 necro builds are the answer.