Problem on quest with that huge wurm
X Black Chaos X
I"m stuck in EoTN on that dungeon with the blackpowder dwarf and how you have to blow obstacles out the way and in the end you have to kill the wurm with blackpowder bombs or w/e to get the dwarf cepter. I have a H/H setup and it's impossible for me any suggestions?
aleaf92
this quest is so much easier with real ppl, near impossible with H/H i believe, this is HoS right?
Marty Silverblade
It's nowhere near impossible with H/H, it just depends what you're running. Once you get his armor thing off, he doesn't have much else other than a fairly nasty offense. Hit him hard and you'll wipe off a large amount of his health each go.
Btw, there was a ~4 page thread about this once, look for that.
Btw, there was a ~4 page thread about this once, look for that.
BigDave
I've taken 3 characters through there using a monk hero with [skill]life barrier[/skill] and [skill]blessed signet[/skill]. No problems at all. Just make sure they stay well away Cyndr, like stood in the entrance to the cavern but obviously still in radar range for the bonds. You can fill up the other 6 skill slots with standard prot spells for the rest of the quest. And space your heroes/henchies out a bit so they don't all get hit at the same time.
Worked for me.
EDIT: Note that Life Barrier reduces damage by a %, not by a fixed amount as the description above suggests, ie, 50% damage reduction. I've noticed a lot of these skill description icons to miss off the "%" part.
Worked for me.
EDIT: Note that Life Barrier reduces damage by a %, not by a fixed amount as the description above suggests, ie, 50% damage reduction. I've noticed a lot of these skill description icons to miss off the "%" part.
Lykan
Spread your h/h out well, get the armour down quick.
[skill]heal party[/skill] on 1 or 2 heroes
[skill]light of deliverance[/skill]
[skill]heal party[/skill] on 1 or 2 heroes
[skill]light of deliverance[/skill]
draxynnic
It certainly does help to have more real people when doing it fairly...
However, unless they've changed things, the carapace doesn't work against lifesteal. Order of the Vampire with as many physical damage dealers as you can spare can be scarily effective.
However, unless they've changed things, the carapace doesn't work against lifesteal. Order of the Vampire with as many physical damage dealers as you can spare can be scarily effective.
crazybanshee
Real people are so much easier as you don't have to micro manage separating them and moving them and so on, and the faster you can drop kegs on him the faster he'll die. I guess if you're intent on h/h it maybe like someone said the vamp skills might still work, also how about degen and a mes interrupt hero?
draxynnic
From memory, the degen skills don't take until you get the carapace down. Once you get them in they'll persist for their normal length when the carapace goes up, but you have to knock it down to get them in in the first place.
GODh
I havent done this in HM but in NM i have done HOS with 6 different chars using H&H. Only the very first time i had some problems because i wasnt prepared well enough.
But things get easy when you flag your heroes on good spot (not too close to eachother because the wurm is an elem doing AOE damage and not too far for doing damage/healing/ress if needed, etc). It also helps to bring lots of ranged heroes/hench.
The last 3 times i died max 1 time (each char)... and i did DD straight after HOS.
My basic team is usually something like:
* 1 or 2 rangers (interupts + conditions)
* MM who also has Blood Ritual (handy when there are not many corpses) that he uses on casters
* Sometimes 1 warrior with WY
* 1 Elem, usually fire
* 1 Mesmer, illusion
* 1 Pro and 1 healing monk (always the hench)
But things get easy when you flag your heroes on good spot (not too close to eachother because the wurm is an elem doing AOE damage and not too far for doing damage/healing/ress if needed, etc). It also helps to bring lots of ranged heroes/hench.
The last 3 times i died max 1 time (each char)... and i did DD straight after HOS.
My basic team is usually something like:
* 1 or 2 rangers (interupts + conditions)
* MM who also has Blood Ritual (handy when there are not many corpses) that he uses on casters
* Sometimes 1 warrior with WY
* 1 Elem, usually fire
* 1 Mesmer, illusion
* 1 Pro and 1 healing monk (always the hench)
Trevor The Wave
I hurd dat Ward Against Harm is pretty gud.