Used the search engine.
Searched Wikipedia...
I am kinda on a stump here.
This dungeon is not giving my fan back, and I want it back!
Does anyone have any tips in running through this dungeon?
Frostmaw's Burrow
Raiku
Abnaxus
I did it in HM some days ago, with my friend with this team
R/W ursan (me)
R/Mo BHA (my friend)
Hero command P/Mo with hexbreaker aria and estinguish
Hero motivation P/W
Herta
3 healers heroes all with revealed hex and inspired hex, wurm bile is perfect for this.
Maybe not the best setup, but extremely resistant, we had some wipes only when we overaggroed a group of 8 drakes + a group of 6 ice golems, and we managed to resist a lot also in that situation.
Groups of 6-8 incubus didn't touch us at all, even when mixed with wurms as it happened sometimes.
I haven't tried, but maybe a monk could be dropped for another damage dealer.
R/W ursan (me)
R/Mo BHA (my friend)
Hero command P/Mo with hexbreaker aria and estinguish
Hero motivation P/W
Herta
3 healers heroes all with revealed hex and inspired hex, wurm bile is perfect for this.
Maybe not the best setup, but extremely resistant, we had some wipes only when we overaggroed a group of 8 drakes + a group of 6 ice golems, and we managed to resist a lot also in that situation.
Groups of 6-8 incubus didn't touch us at all, even when mixed with wurms as it happened sometimes.
I haven't tried, but maybe a monk could be dropped for another damage dealer.
The Way Out
Quote:
Originally Posted by Raiku
Used the search engine.
Searched Wikipedia...
I am kinda on a stump here.
This dungeon is not giving my fan back, and I want it back!
Does anyone have any tips in running through this dungeon? In normal mode, a suggestion I have for H/H is using three prot monks with hex removals. Triangulate them whenever you are going to engage enemy. Bring the hench interrupt and Cynn, Herta, and the warrior hench. This will give you a very good setup for engaging the wurms (wurm bile), which is the only thing I ever have difficulty with in this dungeon.
When you eventually get to Frostmaw, draw him back toward the entrance to his cavern. In Hard Mode, the entrance changes. In normal mode, pull him towards the opening near the entrance to his cavern. Flag your monk heroes in a traingular pattern, like you have the whole dungeon. The reason for this is because you won't have a party wipe from AoE or wurm bile. With your monks spread out, they get killed typically one at a time, if at all. Just don't spread them out too far, or they cannot heal each other and you run into problems.
Bring consumables and you will be fine. If you need help with your monk setups, please pm ig. Otherwise, maybe I can schedule a quick guild run and invite you along.
pm me and I will ask around if you need help...
Awakened Lotus
Searched Wikipedia...
I am kinda on a stump here.
This dungeon is not giving my fan back, and I want it back!
Does anyone have any tips in running through this dungeon? In normal mode, a suggestion I have for H/H is using three prot monks with hex removals. Triangulate them whenever you are going to engage enemy. Bring the hench interrupt and Cynn, Herta, and the warrior hench. This will give you a very good setup for engaging the wurms (wurm bile), which is the only thing I ever have difficulty with in this dungeon.
When you eventually get to Frostmaw, draw him back toward the entrance to his cavern. In Hard Mode, the entrance changes. In normal mode, pull him towards the opening near the entrance to his cavern. Flag your monk heroes in a traingular pattern, like you have the whole dungeon. The reason for this is because you won't have a party wipe from AoE or wurm bile. With your monks spread out, they get killed typically one at a time, if at all. Just don't spread them out too far, or they cannot heal each other and you run into problems.
Bring consumables and you will be fine. If you need help with your monk setups, please pm ig. Otherwise, maybe I can schedule a quick guild run and invite you along.
pm me and I will ask around if you need help...
Awakened Lotus
Avatar Exico
Need "Do Not Trip!" and with Ward of Stabilty so that your party doesnt get Knockdown. Once got that cover and careful Pulling the dungeon will become a piece of cake. And aside from that a 600/smite can solo this place but it very diffcult to do. My friend has done it but he told me it very hard.
Raiku
Yeah, I am getting a hang of it so far, I finally got pass level 2.
/gquit on Level 3
If possible, and If anyone can, please leave your in game name, I appreciate the help.
/gquit on Level 3
If possible, and If anyone can, please leave your in game name, I appreciate the help.
mage767
Quote:
Originally Posted by Raiku
Yeah, I am getting a hang of it so far, I finally got pass level 2.
/gquit on Level 3
If possible, and If anyone can, please leave your in game name, I appreciate the help. There are 5 levels to this dungeon. It does take a while to get used to it - however, I'm pissed off since the enemies in this dungeon were buffed to a ridiculous degree, requiring more hex removals now that ever.
/gquit on Level 3
If possible, and If anyone can, please leave your in game name, I appreciate the help. There are 5 levels to this dungeon. It does take a while to get used to it - however, I'm pissed off since the enemies in this dungeon were buffed to a ridiculous degree, requiring more hex removals now that ever.
MSecorsky
Pain Inverter is your friend. Wurms drop quickly.
Tokar Terrius
Here's what me and my guildies used. Worked nicely.
Player 1: Warrior/Mesmer (must have)
- Ursan Blessing {E}
- Leviathan's Sweep
- Power Attack
- Signet of Stamina
- Ether Signet
- Inspired Hex
- Mantra of Frost
- Resurrection Signet
Player 2: Ranger/Ritualist (must have)
- Greater Conflagration {E}
- Winter
- Troll Unguent
- Essence Strike
- Ancestors' Rage
- Shelter
- Serpent's Quickness
- Flesh of My Flesh
Player 3: Elementalist/Mesmer (must have)
- Arcane Echo
- Savannah Heat {E}
- Breath of Fire
- Liquid Flame
- Fire Attunement
- Ward of Stability
- Mantra of Frost
- Resurrection Signet
Player 5: Elementalist/Mesmer
- Arcane Echo
- Savannah Heat {E}
- Breath of Fire
- Liquid Flame
- Fire Attunement
- Inspired Hex
- Mantra of Frost
- Resurrection Signet
Player 4: Mesmer/Ritualist
- Arcane Echo
- Energy Surge {E}
- Shatter Hex
- Energy Burn
- Cry of Frustration
- Auspicious Incantation
- Mantra of Frost
- Resurrection Signet
Player 6: Necromancer/Mesmer
- Arcane Echo
- Spiteful Spirit {E}
- Parasitic Bond
- Reckless Haste
- Blood Ritual
- Inspired Hex
- Mantra of Frost
- Resurrection Signet
Player 7: Monk/Mesmer
- Healer's Boon {E}
- Heal Party
- Ethereal Light
- Dwayna's Kiss
- Dismiss Condition
- Cure Hex
- Mantra of Frost
- Resurrection Chant
Player 8: Monk/Mesmer
- Zealous Benediction {E}
- Shield of Absorption
- Spirit Bond
- Reversal of Fortune
- Dismiss Condition
- Remove Hex
- Mantra of Frost
- Rebirth
Obviously ya can play around with it to suit who you are playing with, All that is really important is the greater conflag + winter and mantra on everyone.
Hope this helps
Certainly works for us
GL
Player 1: Warrior/Mesmer (must have)
- Ursan Blessing {E}
- Leviathan's Sweep
- Power Attack
- Signet of Stamina
- Ether Signet
- Inspired Hex
- Mantra of Frost
- Resurrection Signet
Player 2: Ranger/Ritualist (must have)
- Greater Conflagration {E}
- Winter
- Troll Unguent
- Essence Strike
- Ancestors' Rage
- Shelter
- Serpent's Quickness
- Flesh of My Flesh
Player 3: Elementalist/Mesmer (must have)
- Arcane Echo
- Savannah Heat {E}
- Breath of Fire
- Liquid Flame
- Fire Attunement
- Ward of Stability
- Mantra of Frost
- Resurrection Signet
Player 5: Elementalist/Mesmer
- Arcane Echo
- Savannah Heat {E}
- Breath of Fire
- Liquid Flame
- Fire Attunement
- Inspired Hex
- Mantra of Frost
- Resurrection Signet
Player 4: Mesmer/Ritualist
- Arcane Echo
- Energy Surge {E}
- Shatter Hex
- Energy Burn
- Cry of Frustration
- Auspicious Incantation
- Mantra of Frost
- Resurrection Signet
Player 6: Necromancer/Mesmer
- Arcane Echo
- Spiteful Spirit {E}
- Parasitic Bond
- Reckless Haste
- Blood Ritual
- Inspired Hex
- Mantra of Frost
- Resurrection Signet
Player 7: Monk/Mesmer
- Healer's Boon {E}
- Heal Party
- Ethereal Light
- Dwayna's Kiss
- Dismiss Condition
- Cure Hex
- Mantra of Frost
- Resurrection Chant
Player 8: Monk/Mesmer
- Zealous Benediction {E}
- Shield of Absorption
- Spirit Bond
- Reversal of Fortune
- Dismiss Condition
- Remove Hex
- Mantra of Frost
- Rebirth
Obviously ya can play around with it to suit who you are playing with, All that is really important is the greater conflag + winter and mantra on everyone.
Hope this helps
Certainly works for us
GL
Horseman Of War
Best way to do this, is to bring I AM UNstoppable... flag heros back, and scout ahead to trigger (and learn where) the popups.
The only hard parts of this dungeon that I can remember are: the very first room/mob (smaller area to stay out of aggro) and then the last group of Jotuns that have an associated wurm pop (i think lvl 3 or 4...)
Ive always wanted to do a Raven team build here (just like doa ursan, but everyone goes raven) I think it would work pretty well but who knows.. the raven attack skill is AOE, which would do well against all the baby-wurm clusters??? Plus you cant be knocked down..
edit- what about hex eater votex --- good overlooked skill!!!! Bring gwen!
The only hard parts of this dungeon that I can remember are: the very first room/mob (smaller area to stay out of aggro) and then the last group of Jotuns that have an associated wurm pop (i think lvl 3 or 4...)
Ive always wanted to do a Raven team build here (just like doa ursan, but everyone goes raven) I think it would work pretty well but who knows.. the raven attack skill is AOE, which would do well against all the baby-wurm clusters??? Plus you cant be knocked down..
edit- what about hex eater votex --- good overlooked skill!!!! Bring gwen!
Mr Pink57
^^Hex Eater got quite a damage hit, I would say just put Expel Hexes on the mesmer if you are worried that much about em. Its cheaper and removes two, plus a faster recharge.
pink
pink