Group of 3-4 Hydra killing me

Mikar

Pre-Searing Cadet

Join Date: Jan 2008

Mo/Me

I am having a rough time with the Hydra mobs in the Scar. With Meteor and Fireball coming in fast my group of henchmen seem to die all too often. Am I missing some skill that will allow me to counter this? I play a mo/me.

You can't see me

You can't see me

Forge Runner

Join Date: Nov 2006

USA

P/W

Get a run. No one fights there anymore.

But if you want to fight, just flag your henchman out of MS when it comes down, and be careful about pulling. Arm your character with a longbow, flag henchman back, and pull one or two at a time.

Covah

Forge Runner

Join Date: Aug 2006

Ontario, Canada

Catching Jellyfish With [소N트T ]

Me/Rt

Scar = desert.

Just interupt them with a mesmer hench. or you aggro and flag your hench away

You can't see me

You can't see me

Forge Runner

Join Date: Nov 2006

USA

P/W

Quote:
Originally Posted by Covah
Scar = desert.

Just interupt them with a mesmer hench. or you aggro and flag your hench away
Bow thing still applies though. Longbow pulling is FTW. Don't agro so many at a time and you should be fine on most henchman groups. Also, get a run through the desert. It's much easier if you're still having that much trouble, even after these tips.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Try to use prot like protective spirit as much as possible.
Mantra of Flame is also a good skill for the desert for self-protection (plus good energy management against hydras).

Mikar

Pre-Searing Cadet

Join Date: Jan 2008

Mo/Me

Thank you for the replies.

Pulling with a longbow I have to test. I was under the impression that the individuel enemies were linked in groups though so that the entire group will come charging no matter what (unlike other games where clever pulling can split mobs). Have I completely misunderstood this - meaning that it is indeed possible to pull singles even from groups that appear to travel together?

Getting a run is not something I intend to do though it would obviously be a shortcut - but it just feels like cheating to me.

The hench mesmer I will have to try as well as Mantra of Flame.

nebuchanezzar

nebuchanezzar

Wilds Pathfinder

Join Date: Jun 2005

功夫之王

N/

If you are alone(H&H) then my advice is to flag your heroes back a little. Then cast Protective Spirit and aggro them. If you have balance stance(or a hero that can use Aura of Stability) use it but otherwise you should survive them with ProtSpirit, unflag your heroes as the Meteors fall and proceed to mop up.
Just be careful about another set jumping on you while dealing with your first set.
The hydras don't run alone, they run in packs. So you will always aggro a few. Well usually, I think there actually are a couple that are lone but they are the exception to the rule.
Hope that helps a little.
GL and HF

Wirt

Lion's Arch Merchant

Join Date: Nov 2007

Conscripts of Ascalon

W/

If you have a 55 build you can kill them all solo, but you gotta be careful.

Also if you have problems with the meteors hitting you, you can use a speed buff and you can out run the meteors from hitting you. The only speed buff for Mo/Me is illusion of haste. "Charge" is used by the henchmen at that stage.

Otherwise, protective spirit on the guy who seems to get hit the most would about eliminate lots of damage. Also check if you have Cry of Frustration on your mesmer line of Domination skills, it'll interrupt the group if they are close enough together. Bringing the mesmer interrupts (Inspiration line) for Energy gain could also help ya out in casting too.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by Mikar
Pulling with a longbow I have to test. I was under the impression that the individuel enemies were linked in groups though so that the entire group will come charging no matter what (unlike other games where clever pulling can split mobs). Have I completely misunderstood this - meaning that it is indeed possible to pull singles even from groups that appear to travel together?
Your first assumption is correct - generally, monsters are in linked groups - attack one and the rest will follow. However, the point of a long bow is that oftentimes, groups will be close together and aggroing one guy will pull several groups, whereas with a longbow it's possible to pull just one group.

Quote:
The hench mesmer I will have to try as well as Mantra of Flame.
The hench mesmer is pretty useless, tbh - he doesn't have any interrupts or... well... anything useful at all. Against Hydras, the Necromancer hench is decent - he's a bit soft, but his damage is armour-ignoring; and the Warrior hench are good too - +dmg from attacks ignores armour, they're sturdy and can survive quite a beating, and they can hold off the hydras from Inferno-ing your casters.

Also, Meteor has a pretty long recharge - you can flag your hench away, and aggro the Hydras yourself with Protective Spirit on, and take the first wave of nasty spells for minimal damage.

Mikar

Pre-Searing Cadet

Join Date: Jan 2008

Mo/Me

Thanks for the additional replies. I will have to give PS a try against those.

As for pulling. The problem isnt aggroing multiple groups in this particular case but I can still see the obvious advantage to pulling from a greater distance even so.

stretchs

stretchs

Jungle Guide

Join Date: Sep 2007

Untimely Demise [Err了] - SOHK

Definitely interrupting is a good idea as those Meteor's can get quite ugly