Too many Ulodytes + 4-man HM Parties = BS

TideSwayer

TideSwayer

Wilds Pathfinder

Join Date: Jul 2005

We Farm Your [?????????s]

When Hard Mode was first released, people mentioned almost right away the amount of Grawl Ulodyte overkill there was. For a 4-man party, there's simply TOO MUCH healing to handle when vanquishing these Ascalon zones. There are Ulodytes everywhere. One wrong pull and you end up with 3 Ulodytes healing 3-4 Grawl. These Ulodytes aren't normal healers either. They are super bionic kiters with almost limitless energy. A 4-man party simply isn't enough to handle this BS. People mentioned it a year ago, and ANet still hasn't done anything to alleviate the situation.

I'm sorry, but it's time for this BS to stop. For the love of everything, ANet needs to thin out the number of Grawl Ulodytes in these mobs or tone down their HM builds a bit. It's ridiculous. I shouldn't have the hardest time trying to vanquish one of the first zones in the original game. It's not my party. I've tried all sorts of combinations. I've been playing GW since June of 2005, so it's not like I can't put together a decent team build and/or pull adequately. I tried Scourge Healing. I tried knockdowns, Ward Against Melee, interrupts, etc... and nothing seems to work. It's not me. It's the damn mobs. The rest of the zone(s) aren't hard to vanquish at all. It's these damn Grawl-laden areas.

goondaba

Frost Gate Guardian

Join Date: Oct 2006

In the middle of somewhere

KOSS

W/Mo

I am not sure how I vanquished those areas but I do remember how much of a pain in the arse those healers were. I think I had to do some serious pulling and the ability to place your heroes where you need them works wonders. I would recommend that no matter what profession you are bring a longbow. Pull from as far back as you can. Then run even further so that you can separate the mobs. Best of luck and bring Ursan Blessing! lol

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

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

Live Forever Or Die Trying [GLHF]

W/Me

If they team up on you you need to run off and do a new pull. You can't kill three ulodytes spamming heals on eachother (while a bunch of hammer knockdown warriors are doing their stuff too).

The good news is that they can always be pulled apart from eachother. I vanquished all those areas with henches, and although it's a bit tedious to take each mob individually, it can be done without too much difficulty.

It greatly helps if you can limit their WoH spamming, f.ex. by knockdowns (ursan + stoneskin works wonders).

Jecht Scye

Jecht Scye

Wilds Pathfinder

Join Date: Dec 2005

Lucky Crickets[Luck]

N/Me

My advice is to take someone with you, Pull extremely carefully, and hit multiple targets at once. I was an SS necro with a real smiter monk(Sig of Judgement), we brought another monk, and an MM(Sab's 3 necro). The Smiter would alway target the Ulodyte and I would spread hexes to the Hammer Grawls. Eventually the Ulodyte would be over-pressured, and die. Buy yeah, those groups are really hard - Probably the hardest in Tyria.

Phaern Majes

Phaern Majes

Desert Nomad

Join Date: Sep 2005

Anywhere but up

The Panserbjorne [ROAR]

R/Mo

Lol, I went for ToA and cleared everything east of there. As you can get to every map east of ToA without entering a town. That means 8 man parties. Sure its annoying not being able to pick up all your drops and really annoying when you need to quit and go to restart later and have to run through all the maps you already did. But on the plus side I had an 8 man party and it was a cake walk :P

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

3-priest grawl group was actually first thing i encountered in HM. It got me excited that HM would be actually hard ... shame.

What i can suggest is to bring physical damage dealer(s) who can inflict deepwound (noticeable healing eficiency drop.) and ideally knockdown too. Switch targets/strip enchant when you notice healing hands and they should run out of energy eventually.

TideSwayer

TideSwayer

Wilds Pathfinder

Join Date: Jul 2005

We Farm Your [?????????s]

Quote:
Originally Posted by Phaern Majes
Lol, I went for ToA and cleared everything east of there. As you can get to every map east of ToA without entering a town. That means 8 man parties. Sure its annoying not being able to pick up all your drops and really annoying when you need to quit and go to restart later and have to run through all the maps you already did. But on the plus side I had an 8 man party and it was a cake walk :P
Wow. Good idea. Hell, even if I simply started from Yak's and made my way down there with even a 6-man party, I bet I'd have better luck. (And I'm talking waaaaaaaaaaaay down there - I was having problems with the Frontier Gate -> Ruins of Surmia Grawl mobs. )

It would be a pretty cheesy way of getting it done, not to mention take a long time to set up and do, but whatever works, right?



Quote:
Originally Posted by zwei2stein
What i can suggest is to bring physical damage dealer(s) who can inflict deepwound (noticeable healing eficiency drop.) and ideally knockdown too. Switch targets/strip enchant when you notice healing hands and they should run out of energy eventually.
Yeah, that's how I got through the Grawl in Old Ascalon. I took both Koss and Jora and spammed Great Dwarf Weapon on them. For some reason (maybe I was just tired - it was late), I wasn't having the same success outside of Frontier Gate this morning. The 4-man limit really sucks, IMO. You just don't have much freedom in party allocation. Seemed like either I brought too much damage and then was at a loss for protection, or vice versa.

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

For even more cheese, run 4 Warriors with Stonefist and UB and just keep them AoE KD'ed until they're dead. Aren't PvE skills fun.

Antheus

Forge Runner

Join Date: Jan 2006

Quote:
People mentioned it a year ago, and ANet still hasn't done anything to alleviate the situation
Because, apparently, there is no situation. People are getting legendary vanquisher by the pound.

There's several ways to deal with this. The by far best classes to bring into 4-man vanquishing are necros and mesmers. Various nukers or similar are subpar.

Mesmer with diversion is obvious choice against healers. N/Rit healer is good as well - they spam the weapon of..., which means constant life stealing. Enchant removal is a must. Anything armor ignoring, self-damaging is also great (SS, Insidious).

Quote:
Scourge Healing
Requires a smiter, and there are no undead, subpar choice
Quote:
knockdowns
Unless you can spike the knocked down target, it won't do much
Quote:
Ward Against Melee
That doesn't do much for healers. Aegis should be enough against the charr warriors
Quote:
interrupts
Interrupts don't help against spam. Backfire, diversion, daze, that kind of thing.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

I did it with 3 heroes, and no PvE skills. Its a matter of 2 things. Interrupting the heals, and reducing the healing provided. I used my Ranger, and I took a Curse necro, Dom mez, and Heal monk. Although you already mentioned Scourge Healing, consider some of the other skills that can deal with them.... and remember, they only have 3 spells total.

[skill]Power Block[/skill][skill]Broad Head Arrow[/skill][skill]Backfire[/skill][skill]Mark of Subversion[/skill][skill]Shame[/skill][skill]Defile Flesh[/skill][skill]Diversion[/skill][skill]Arcane Conundrum[/skill][skill]Migraine[/skill][skill]Frustration[/skill]

Thats not even a full list, and it only covers 3 classes. Assassin and Monk both have nice options for anti-spell casting, and I didn't even go into what can be done when they use Healing Hands (shatter/strip/etc.). They have no hex or condition removal, and only 3 spells total, so it isn't that hard to make them useless. Arcane Thievery+Larceny gives them only Healing Hands, and that can be shut down with Sig of Humility.

Hard, yes. Needs to be changed, no. It can be done, and has been done. PvE skills make it absolutely easy.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

I'm missing an Eastern Frontier because of them.

I've tried even by using mesmers, rangers with dazing and condition spreading and deep wound all at the same time... but nothing works.

Dazing do not last enough, and they need ONE heal area to almost completely heal themselves.

When I finally get to make a hero party than can beat them, it becomes almost useless for the rest of the area.


The only people I know that could beat the area started all of them from Yak's Bend.

Yargh. They should allow 8-parties in hard mode in any outpost.

You already can do that in the Whole Tyria if you leave from another outpost and all areas but one in Istan.

The only place that actually limits parties is Shing Jea. And that place cakewalk (Well, not the Portal meaning of cakewalk, I mean easy).


At least they should decrease a bit they healing prayers attribute.

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

BHA + MM

What healing?

If you aren't a ranger just bring any form of enchant stripping. With healing hands gone you can easily out damage heal area / other.


BTW if they are kiting from you use that to your advantage, make one kite away while you hit another.

Kahlindra

Kahlindra

Frost Gate Guardian

Join Date: May 2006

England

Anthems to the Welkin at [Dusk]. 2 man guilds are king.

N/Me

Eastern Frontier finished the other day with three necros and a warrior with stability stances. Done. If people have been noticing the challenge since the beginning then GOOD. Legendary Vanquisher shouldn't just be a question of time + c-space.

itsvictor

itsvictor

Krytan Explorer

Join Date: Jan 2008

Just spike them, yes it may seem like hard thing to pull off but its not impossible, a minion master, Spiteful spirit necro or para, and a monk are good enough. "You move like a dwarf" then a deep wound and good dmg output really drops them fast, despite ungodly attributes and what not, you have to remember this is AI, you can outsmart them ^-^

Squishy ftw

Squishy ftw

Desert Nomad

Join Date: Aug 2007

Your backline

W/

Bring a mesmer with [skill]arcane larceny[/skill][skill]arcane thievery[/skill] and with a bit of luck you got 1 monk left with only 1 skill..

Malice Black

Site Legend

Join Date: Oct 2005

Theses are the best HM areas. These areas actually are reasonably hard. It's a shame the rest of HM failed to live up to this.

Red Sonya

Desert Nomad

Join Date: Jul 2005

Grawl healers are real easy to take out with everyone having a cold weapon and one of your necros carrying both spinal shivers and shivers of dread and another necro feeding him with blood ritulal. They can't get a heal off and if you can get them in close promity to one another you can sue spinning axe or that elite one and clobber everyone of them with a cold attack at the same time.

Hell, I beat a lot of areas with more than one healer all the time with my builds and only 3 heroes. Of course I do have different builds for different areas that's why you have "so many skills you can use" so, if you can only play with cookie cutter builds off of wiki then yup you're going to run into trouble and a lot because you don't know how to make different builds and use best judgement in different areas.

I have so many saved builds in my template list now according to areas or zones. All it takes are a few swift clicks here and there and my heroes are setup for THAT area with new skills and new equipment if required.

You've got to bring some interupts though in hard mode if you plan to survive and succeed. Everything doesn't have to be dps to win. I've won in many areas bringing two monks and just one other damage dealer, but, I have one monk setup as a smiter and mesmer interupter works for me.

Most people just don't know how to make creative builds, they'd rather run to the internet forums and QQ about how hard it is for "them" to succeed. lol

thor hammerbane

thor hammerbane

Forge Runner

Join Date: Jun 2005

Dark Side of the Moon

Fat Kids Are Hard To Kid[nap]

Uhm...No.
I vanquished old ascalon and regent valley with h/h in 1 go each. You sir just need better builds...

Divinus Stella

Divinus Stella

Desert Nomad

Join Date: Nov 2005

Wales

Steel Phoenix

Thousands of other people have done it, if you cant then perhaps your not good enough at Guild Wars.

ValaOfTheFens

ValaOfTheFens

Jungle Guide

Join Date: Sep 2006

Warrior Nation[WN]

Those Grawl healers run away if they take too much damage and will simply not be pulled in HM(their hammer wielding buddies love me though). I'll have to try some of the stuff suggested in this thread.

TideSwayer

TideSwayer

Wilds Pathfinder

Join Date: Jul 2005

We Farm Your [?????????s]

Quote:
Originally Posted by Red Sonya
Most people just don't know how to make creative builds, they'd rather run to the internet forums and QQ about how hard it is for "them" to succeed. lol

Quote:
Originally Posted by Divinus Stella
Thousands of other people have done it, if you cant then perhaps your not good enough at Guild Wars.

Sure thing. Rolleyes.

For those of you who are actually contributing to the thread, thanks. The Mesmer ideas sound worth trying. I usually bring a Mesmer hero with me. To be honest, I don't know why I didn't try one out against the Grawl. Probably the only part in HM thus far (already done vanquishing Cantha and Elona and part of Tyria) that I've had trouble with. Simply didn't need one elsewhere.

Arduin

Arduin

Grotto Attendant

Join Date: May 2005

The Netherlands

Limburgse Jagers [LJ]

R/

I used a [skill]broad head arrow[/skill][skill]epidemic[/skill] combination. Supported by a Minion Master means constant interrupting. Good luck.

pOmrAkkUn

pOmrAkkUn

Desert Nomad

Join Date: Oct 2005

Bangkok

Me/Mo

My set up
E/N(my self) Fire ele with Rip Enchant.
N/Rt(Olias) SS necro with Barbs, Rip Enchant, Weapon of Warding
N/Mo(Livia) MM old build with Flesh Golem+Bone Fiend
Mo/ (Dunkoro) WoH with Guardian

2 copy of Rip Enchant for 2 Healing Hand
Weapon of Warding+Guardian for 2 hammer warriors
It took a while to kill first group but after I have some minions they die so fast with Barbs

Kos Luftar

Kos Luftar

Academy Page

Join Date: Dec 2006

Canada

Scars Meadows

W/Mo

lrn2pull, lrn2kill, lrn2notfail in the end just lrn2play.

ValaOfTheFens

ValaOfTheFens

Jungle Guide

Join Date: Sep 2006

Warrior Nation[WN]

Quote:
Originally Posted by pOmrAkkUn
My set up
E/N(my self) Fire ele with Rip Enchant.
N/Rt(Olias) SS necro with Barbs, Rip Enchant, Weapon of Warding
N/Mo(Livia) MM old build with Flesh Golem+Bone Fiend
Mo/ (Dunkoro) WoH with Guardian

2 copy of Rip Enchant for 2 Healing Hand
Weapon of Warding+Guardian for 2 hammer warriors
It took a while to kill first group but after I have some minions they die so fast with Barbs
Just tried this and it works great. Also, in Old Ascalon there's Sergeant Clark and 4 Ascalon Guards to help you out. You can find them near the entrance to Regent Valley. Just get them in your bubble and they automatically follow you.

Old Man Of Ascalon

Academy Page

Join Date: Dec 2007

Phoenix Warriors of the Apocolypse

R/Mo

Quote:
Originally Posted by MithranArkanere
The only people I know that could beat the area started all of them from Yak's Bend.
I started from Frontier Gate and did it with heroes.


It's by far the worst area in the game to vanquish.

I used a Power Block Mesmer, SS, Regualr Monk and I went as a Ranger with a Glass Arrows damage build and I brought Scourge Healing on my bar.

Pulling was key and it was hard as hell to do sometimes. If you have more than two monks your screwed. Spam Scourge on everyone, pick a monk and start beating on them.

I also suggest bringing consumables of some sort because once you finish doing the tiny grawl area, you have an entire map of charr and plague devourers left to do.

KamikazeChicken

Desert Nomad

Join Date: Aug 2005

Mo/

When there are only 2 use an enchant strip on HH and power through until one dies (1 kites, 1 stands). If there happens to be 3, try to ball the 2 that don't kite and do the same. I can't remember what heroes I used to vanquish those areas though. It was probably MM, Mes or Ele, Ele.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Perhaps you should try... URSANWAY! AWYYAYAYAYAYAY

Adam of Tyria

Adam of Tyria

Lion's Arch Merchant

Join Date: Nov 2006

W/

I used the Triple Necro Vanquish team and I owned them completely. I was a Dragon Slash Spammer myself, and used "Save Yourselves!" to relieve less pressure. I even had up to 3-4 of the healers fighting and I still steamrolled them.

Xue Fang

Banned

Join Date: Nov 2007

Want to see a trick? MM + Scourge Healing.



Wait until someone gets Healing Hands on them and you will LOL.

Kamara

Kamara

Krytan Explorer

Join Date: Jul 2006

Ponie Hill, Lion's Arch International

Blinkie Kaulitz Armie

E/

Yeah, the Ulodytes had me kicking puppies for half a day. Then I broke away from my normal build and ran something stupidly batty that it worked.

Pic because I can't be bothered typing out the skills I used, and I had the URL in my clipboard already



Go. Very. Slowly. From Surmia mission, use hero flags and pull. It's annoying. I agree. But they don't need to be toned down. And again I'll say pull pull pull. Pulling is key as well as being patient watching the mobs so you only take on one group, and pull them as far back as they'll go so another one doesn't join in.

Kerwyn Nasilan

Kerwyn Nasilan

Forge Runner

Join Date: Aug 2007

WHERE DO YOU THINK

W/

I never had a problem, MM kept the wariors busy and degening and I just spammed DS till It was dead. With brawling headbutt It was kept knocked down and died. Besides Ursan> Monkies if this doesnt work.

Kusandaa

Kusandaa

Forge Runner

Join Date: Jul 2006

N/Mo

I was a necro myself (ran SV), with Sab's 3 necro build. The first mob was a bit tough, but once it was down the rest wasn't so bad. Annoying area anyways...

Alex Morningstar

Alex Morningstar

Krytan Explorer

Join Date: May 2006

Team Asshat [Hat] leader - [GR] Alliance

Mo/

Try Sab's 3 necro build. Technobabble is awesome, make sure to switch targets and keep the pressure on. They'll give... eventually.

Peachie

Peachie

Closed

Join Date: Nov 2005

England

The Peachatorium [hugs]

Mo/Me

I did Eastern Frontier with a Power Block Mesmer, an SS necro, a tank and a monk. Worked fine, the tank kept the Grawl away from the rest of the group. Grawl warriors were killed first, then the Ulodytes.

It was a challenge at first, but easily manageable so I don't think any change is necessary. In my group, i tanked with my Monk using stances and sword attacks because the warrior heroes tend to run about instead of standing still which would result in the Grawl heading over to the squishies. So yeah, if it is simple enough with a sub-standard build such as the one I used then no toning down of Grawl mobs is really necessary.

Longasc

Longasc

Forge Runner

Join Date: May 2005

HARD MODE was HARD??? I think it should be more often like that.

People can try a lot of different strategies to kill the Grawls and the rest of the area. Just leave from Serenity Temple. With consumables and tons of PvE skills it also became easier than before and ever.


I do not think it is too hard, but we got too much used to cry about any challenge, and this made this game the piss easy mess it is nowadays. Can at least not Hard Mode have some obstacles?

I used this:

1. Curse Necro with Barbs
2. / 3. Two Rangers with Rapid Fire, Feral Aggression, Heal as One and high Beast Mastery.
4. Hybrid Heal/Prot Monk.

You do not need interrupts, barbs and 4 attackers on IAS stances/preps (2 wolves, 2 rangers with flatbows) plus some Necrosis simply overpowered their healing capabilities.

For a Warrior, I suggest packing the Brawling Headbutt and other KD stuff, which works even better.



GW does not get better when it gets made ever easier, in fact it is detrimental!

blackknight1337

Jungle Guide

Join Date: Jan 2007

USA

Mo/

I suggest you put some more work into your builds...this area is kinda hard, but very beatable. I vanquished this area in 4 man, playing a monk. With patience and the will to succeed, you can beat anything in HM.

The build i used is posted on an earlier thread about this zone, killed 2 monk groups many a time in that zone. The keys here are shutting the grawl warriors down, enchant strips for healing hands and SoJ, and some hex removal for lingering curse from the charr necros. Start from Surmia, when you finish the grawl (which are by far harder than charr), use the devourers to lose some dp, then finish charr. Done. If it can be done using a monk (no d-slash/brawling) and heroes then maybe you should go find 3 other people to help you. 4 humans with brains will destroy this area.

Mouse at Large

Mouse at Large

Jungle Guide

Join Date: Dec 2005

Scotland

Fuzzy Physics Institute

E/

I'm and ele and I did it with Sabs. One small tip, don't go for the grawl immediately, go and kill a couple of popup groups first to get a few minions.

Miska Bow

Miska Bow

Krytan Explorer

Join Date: Jan 2008

somewhere, Grinding some l33t titles

Order of the Divine WoodChuck

R/

Quote:
Originally Posted by Nevin
Perhaps you should try... URSANWAY! AWYYAYAYAYAYAY
Ursan... I rather play Guild Wars

Vanquished the area with :

1-Ranger dmg build (myself as puller and controlling my heroes)
2-Monk healing build
3-Mesmer heavy interupt/dmg build
4/necro heavy degen/dmg build

I did have to pull carefully and play tank but having something else to do then hacking and slashing my way trough a dungeon was fun. Yes they are hard but they are fun to do. Try to find your self the right builds, READ WIKI TO LEARN ABOUT THE FOES IN THAT ZONE and these 4 man zones wont be that hard.

Phaern Majes

Phaern Majes

Desert Nomad

Join Date: Sep 2005

Anywhere but up

The Panserbjorne [ROAR]

R/Mo

Quote:
Originally Posted by Kos Luftar
lrn2pull, lrn2kill, lrn2notfail in the end just lrn2play.
Learn to spell, or don't bother posting....