Too many Ulodytes + 4-man HM Parties = BS
RotteN
as warrior, just pack dslash spammer with brawling headbutt and pull one group at a time.
build up on the grawl, switch to the healer.
activate FGJ and flail, and then just do headbutt - dslash - dslash - headbutt - ... He won't get a single spell off and he's dead before you know it.
build up on the grawl, switch to the healer.
activate FGJ and flail, and then just do headbutt - dslash - dslash - headbutt - ... He won't get a single spell off and he's dead before you know it.
MithranArkanere
I used a Warrior with crippling, bleeding, deep wound and a WHOLE LOT of distractions.
And a ranger with Dazing, crippling and interruptions.
And a mesmer with enchantmet removal and a lot of 'slow down casting' and interrupt skills.
And I was myself with Air magic, with cracked armor, blindness, weakness, spike damage, knock downs and spread conditions.
Nothing. They run to each other, one of them uses Heal Area, the two are healed 100%.
T-T
And a ranger with Dazing, crippling and interruptions.
And a mesmer with enchantmet removal and a lot of 'slow down casting' and interrupt skills.
And I was myself with Air magic, with cracked armor, blindness, weakness, spike damage, knock downs and spread conditions.
Nothing. They run to each other, one of them uses Heal Area, the two are healed 100%.
T-T
I D E L E T E D I
Defo one of the most annoying areas in the game. But like already mentioned Sabs Builds do work great with a bit of chaning depending on your own proffesion. They dont need a tone down. its one of the only areas where pulling carefully is key to success. Unlike most areas which are just a walk in the park -_-
Sergeant of Marines
You should have heard him on vent, it was great, trying to kill those grawls. My best choice to tell you is use Gwen with some power block, spike, drain build. You on your Ele with some Fire/Earth or Water build (malestrom) maybe. A healer hero and mayeb a rit spirit spammer...also put leech sig on the rit, they are pretty good at using it.
william1975
been out and about in hm in some fo the ascalon areas, took a hell of a lot of candy to kill some of them, and they are a pain
HawkofStorms
The reason there was a lot of complaints about the Grawl when HM first came out, was because many people (myself included) started vanquishing in cronological order, starting from Phrophecies, and moving through.
Now, the grawl are annoying. But I beat them. And so can anybody else. It is far from impossible.
Now, the grawl are annoying. But I beat them. And so can anybody else. It is far from impossible.
The Mountain
necroway + ursan = gg for even 4 healers and a few wars
Zeek Aran
I'm not interested in reading the posts here, but when HM was first introduced, Ascalon was the first place I vanquished. If you accidentally pull too many healers, then you don't sit there like an ass and try to deal with you; you run away and try to pull them apart. You should have backfire/enchant removal/daze/KD/interrupts, SOMETHING! Not all of those, just one or two, unless more comes naturally in your builds. It really wasn't a challenge for me and I wasn't too experienced when I first cleared that area.
Davros Uitar
Eastern Frontier out of Surnia is fun isn't it . But you are not thinking outside the box. It took me only the one failed run out of Surnia to realise that I had to adjust my standard build.
Up till then I went simple warrior (+ Sab's HH set-up) with Crip slash, knee cutter for energy managent, and the 3 PVE skills You Move like a Dwarf, Finish Him, and Pain Inverter. My first effort was epic fail with 2 groups, 4 Ulodytes and a few hammers = face first view of the dirt.
4 man wasn't cutting it, so I went 5 man - I replaced Pain Inverter (which wasn't hurting Grawls) with Summon Mursaat Elementalist (for the 5th man adding spike damage), I replaced the Healer Rit elite with Icy Viens (again the spike thing), I added another interrupt, and I started out of Frontier Gate (to get the minion army up and rolling).
The other advice I would give you is if you find you have pulled badly and you have more than 3 grawls because of a 2nd group (patrol) - just back away out of aggro and let them seperate. You are probably too used to never having to retreat in PVE but to get this done you have to nibble away rather than take mouthfuls.
Hope that was helpful to you.
Up till then I went simple warrior (+ Sab's HH set-up) with Crip slash, knee cutter for energy managent, and the 3 PVE skills You Move like a Dwarf, Finish Him, and Pain Inverter. My first effort was epic fail with 2 groups, 4 Ulodytes and a few hammers = face first view of the dirt.
4 man wasn't cutting it, so I went 5 man - I replaced Pain Inverter (which wasn't hurting Grawls) with Summon Mursaat Elementalist (for the 5th man adding spike damage), I replaced the Healer Rit elite with Icy Viens (again the spike thing), I added another interrupt, and I started out of Frontier Gate (to get the minion army up and rolling).
The other advice I would give you is if you find you have pulled badly and you have more than 3 grawls because of a 2nd group (patrol) - just back away out of aggro and let them seperate. You are probably too used to never having to retreat in PVE but to get this done you have to nibble away rather than take mouthfuls.
Hope that was helpful to you.
Yang Whirlwind
Not that hard! But then again I had two guildies with me!
My blind bot build kept the Grawl off Dunkoro while the two Warriors killed the Ulodytes.
I do remember that it took a while to bring them down when there was two of the buggers healing each other!
My blind bot build kept the Grawl off Dunkoro while the two Warriors killed the Ulodytes.
I do remember that it took a while to bring them down when there was two of the buggers healing each other!
TheRaven
Eastern Frontier is a nice challenge, but definitely not so hard that it needs to be nerfed like you suggest.
I vanquished it with Sab's wonder necros and me as a nuker. I just killed enough devourers to raise up a minion army and then steamrolled over the grawl. Go slow and pull just a few at a time. If you pull too many then run away and try again.
Hard Mode should be hard and this was one of the more enjoyable areas to conquer.
I vanquished it with Sab's wonder necros and me as a nuker. I just killed enough devourers to raise up a minion army and then steamrolled over the grawl. Go slow and pull just a few at a time. If you pull too many then run away and try again.
Hard Mode should be hard and this was one of the more enjoyable areas to conquer.
Dark-NighT
Quote:
Originally Posted by TheRaven
Eastern Frontier is a nice challenge, but definitely not so hard that it needs to be nerfed like you suggest.
I vanquished it with Sab's wonder necros and me as a nuker. I just killed enough devourers to raise up a minion army and then steamrolled over the grawl. Go slow and pull just a few at a time. If you pull too many then run away and try again. Hard Mode should be hard and this was one of the more enjoyable areas to conquer. |
Now why didnt i think of that..
MithranArkanere
Welll I finally made it...
Jora with Crippling slahs, deep wound and a lot of distractions and disablings.
Talhkora with WoH Healing and 5 energy skills only.
Dunkoro with Life Sheath and 5 energy skills only.
With that, our party turned 'immortal'. No enemy in the area could kill us, and my monks had energy enough to cast forever even when facing Charr mesmers.
Me with:
Meteor Shower, to keep enemies knocked wile dealing multiple damage hits at the same time.
Savannah Heat, to burn them while knocked.
Arcane Echo, to copy any of those.
Glyph of Lesser Energy, to make the thing faster by having to recharge less energy.
"You move like a Dwarf!" To prevent enemies from running away from the Meteors.
Summon Ice Imp : To slow down enemies bothering around or trying to scape. This little shrieking fella kept Grawl hammers, Charr Swords and Devourer pincers far from me.
"Finish Him!" This is the key. THIS and only THIS skill. I don't know how much health they had, but after using this on them, the next attack, whatever it was, killed them.
And finally, fire breath, because It costs 5 energy and I could not thing about anything else.Glyph of immolation or meteor could have been good choices too.
Then, to kill a Grawl ulodite, I just have to target it, cast Meteor Shower and Shout "You move like a dwar!" just when when the skill finishes. When he gets up, he is struck down while I cast a Heat, by now, even with the healing of another Grawl, he hast 50% energy. Now it's time for "Finish Him!" and yes, it gets finished! The next attack, whichever it is, kills him. The Imp, Jora or mi spells, and he's dead, and getting interrupted by Jora's attacks.
Then the rest of the area was awesomely easy. The Charr died in no time, and Devourers even in less. 205 enemies, 4500 gold, two golds items (crappy useless Prophecies ones, of course, XDDD) and one lockpick.
I even forgot to activate my Vanguard rank 6. So I was not getting benefits from it, XDD.
Yes it can be done... but I don't fell very good about having to use 3 PvE skills to make it easier, killing emy by enemy.
I wonder if this setup would work against the 6 Charr parties found later on...
Probably not... but hey... I'll find they setting like I did with this, getting all 1319 skills is worth the pain when you can try any combination, XD.
Jora with Crippling slahs, deep wound and a lot of distractions and disablings.
Talhkora with WoH Healing and 5 energy skills only.
Dunkoro with Life Sheath and 5 energy skills only.
With that, our party turned 'immortal'. No enemy in the area could kill us, and my monks had energy enough to cast forever even when facing Charr mesmers.
Me with:
Meteor Shower, to keep enemies knocked wile dealing multiple damage hits at the same time.
Savannah Heat, to burn them while knocked.
Arcane Echo, to copy any of those.
Glyph of Lesser Energy, to make the thing faster by having to recharge less energy.
"You move like a Dwarf!" To prevent enemies from running away from the Meteors.
Summon Ice Imp : To slow down enemies bothering around or trying to scape. This little shrieking fella kept Grawl hammers, Charr Swords and Devourer pincers far from me.
"Finish Him!" This is the key. THIS and only THIS skill. I don't know how much health they had, but after using this on them, the next attack, whatever it was, killed them.
And finally, fire breath, because It costs 5 energy and I could not thing about anything else.Glyph of immolation or meteor could have been good choices too.
Then, to kill a Grawl ulodite, I just have to target it, cast Meteor Shower and Shout "You move like a dwar!" just when when the skill finishes. When he gets up, he is struck down while I cast a Heat, by now, even with the healing of another Grawl, he hast 50% energy. Now it's time for "Finish Him!" and yes, it gets finished! The next attack, whichever it is, kills him. The Imp, Jora or mi spells, and he's dead, and getting interrupted by Jora's attacks.
Then the rest of the area was awesomely easy. The Charr died in no time, and Devourers even in less. 205 enemies, 4500 gold, two golds items (crappy useless Prophecies ones, of course, XDDD) and one lockpick.
I even forgot to activate my Vanguard rank 6. So I was not getting benefits from it, XDD.
Yes it can be done... but I don't fell very good about having to use 3 PvE skills to make it easier, killing emy by enemy.
I wonder if this setup would work against the 6 Charr parties found later on...
Probably not... but hey... I'll find they setting like I did with this, getting all 1319 skills is worth the pain when you can try any combination, XD.