Advice for Shards of Orr HM
bono
Can't figure this dungeon. Smiting prayers is suppose to be the answer. But H/H with 3 smiters was worse that regular vanquishing team build.
55 monking out infront of my H/H was working good for a bit. Until I hit a mob with too much degen and teams DP went to hell. Then everytime I lost control of aggro team would be wiped.
Maybe i'll find a real team and ursanway the dungeon....that would feel like i cheated though.
55 monking out infront of my H/H was working good for a bit. Until I hit a mob with too much degen and teams DP went to hell. Then everytime I lost control of aggro team would be wiped.
Maybe i'll find a real team and ursanway the dungeon....that would feel like i cheated though.
Drakken
We had the benefit of a guild team the two times we completed it in HM, but for us everyone went X/Monk and we did a Sig of Judgment spike on the enemy monk. With the AOE and double damage the bulk of the mob was obliterated. Clean up whats left. Lather, rinse, repeat
bifter
Coordinating the herospike is key. The majority of groups after level 1 are static, so you can setup at your leisure. Flag the smiters in a row, perpendicular to the mob and just out of aggro. Flag hench a bit behind. Precast smiters boon and click ray of judgment on each (so the green arrow appears on the skill icon). Call a target in the middle of the mob and watch the smiters run in to cast and the mob go boom. The power comes from the three rays hitting in a perfectly synchronised way. Don't cast or run into aggro yourself as if the mob sees you before the rays cast then the mob will split and you won't get the benefit of the full nuke. Occasionally there will be a mob or two left with a little health, but your team should be able to cope with them pretty easily.
Moving groups are a bit more of a challenge, but you can still get them if you practice setting up and do it a distance ahead of them but in their patrol path. Just pull the trigger when they get close to your aggro bubble.
If you get any DP, look for static, bunched groups to kill - if you're setting up the spike right then they should all die in one blast, giving you a nice morale boost.
Hardest bit in the dungeon with this setup is the enchanted weapons room on the second floor. You might eat a wipe or two here, but it's definitely doable.
Moving groups are a bit more of a challenge, but you can still get them if you practice setting up and do it a distance ahead of them but in their patrol path. Just pull the trigger when they get close to your aggro bubble.
If you get any DP, look for static, bunched groups to kill - if you're setting up the spike right then they should all die in one blast, giving you a nice morale boost.
Hardest bit in the dungeon with this setup is the enchanted weapons room on the second floor. You might eat a wipe or two here, but it's definitely doable.
farmerfez
just get a run from nina and I
Johny bravo
I have done this dungeon once in HM and once in NM and don't plan on going back. I did it with myself and a guildie. We took one smite hero monk , a healer and prot monk, a Blinding surge warder (stability and elements), a BHA hero ranger, A nuker, I went SS he played tank. It wasn't very hard until the end, probably used 15 honeycombs beating him at the end. Managed to get lucky and keep him by the fire.
The 2 wards really helped out as the wizrds shock aftershock spike wasn't nearly as painful.
This by no means is a featured build but it did prove successful in the long run (although without DP removal we would have been screwed)
The 2 wards really helped out as the wizrds shock aftershock spike wasn't nearly as painful.
This by no means is a featured build but it did prove successful in the long run (although without DP removal we would have been screwed)
Proff
Dontcha know ursan is the answer to everything...
bono
Thanxs bifter...coordinated spike is the way to go. Breezed through until Fendi Nin with only 2 party wipes.
Fendi was a different story story. Took +20 party wipes to finish him. Should have brought some consuables to spend things up.
Fendi was a different story story. Took +20 party wipes to finish him. Should have brought some consuables to spend things up.
Whisper Evenstar
3 ursan, 3 smite heros, 1 heal hero, 1 prot hero = gg
if you control aggro wisely and ball them up, you will breeze right through
(at least in my experience)
i also hero/henched it in HM the first time i did it with me (ursan), 3 smite heros, 2 monk hench, cynn, and one of the other caster hench and it was a bit slower, but doable. aggro control and pulling is key
if you control aggro wisely and ball them up, you will breeze right through
(at least in my experience)
i also hero/henched it in HM the first time i did it with me (ursan), 3 smite heros, 2 monk hench, cynn, and one of the other caster hench and it was a bit slower, but doable. aggro control and pulling is key
bifter
There's a trick at Fendi - the rits spawn where the last archer died, so you can kill the archers then lure Fendi a distance away before killing his "invulnerable" form (over the bridge is ideal). When his vulnerable form reverts, the rits will spawn out of aggro, and can be largely ignored. Rinse and repeat. It's not easy to do this trick with Fendi perfectly, but definitely possible to do it with no more than 1 - 2 party wipes in HM with hench (I did).
Aba
Quote:
angmar_nite
Quote:
Originally Posted by Scar ra
i dont think he wants to use Guild wars on god mode
Sorry SY and TNTF still have that mantle.
Asha Rai
Quote:
Originally Posted by bono
55 monking out infront of my H/H was working good for a bit. Until I hit a mob with too much degen and teams DP went to hell. Then everytime I lost control of aggro team would be wiped.
Try 600 tanking in front of your heros instead.
Take three smite heroes, give one mantra of signets, signet of judgment and arcane mimicry, and the other ones ray of judgment and arcane mimicry. Also, signet of rage will do 300+ damage to the zombie brutes.
Flag your heros back, and once you ball up the mobs, let your heros come in to nuke.
This setup will work fine for most of the dungeon, but will fall to bits when you get to the final boss. Well, you'll see when you get there =P
Take three smite heroes, give one mantra of signets, signet of judgment and arcane mimicry, and the other ones ray of judgment and arcane mimicry. Also, signet of rage will do 300+ damage to the zombie brutes.
Flag your heros back, and once you ball up the mobs, let your heros come in to nuke.
This setup will work fine for most of the dungeon, but will fall to bits when you get to the final boss. Well, you'll see when you get there =P
eddie2593
this is impossible for a war even at NM
blinded every sec!!
blinded every sec!!
Inferno131
1 ursan with cons, you'll be good
Miska Bow
I do this one using these builds
Me as Holy ranger
With
2 Holy Dervish
1 protect monk hero with splinter weapon that is casted on me.
2 monk henchies 2 ele henchies and consummables.
Bassically i run up to the mob with the 2 dervish and lauch "Light of Deldrimor" and "Eternal aura". What left of them (usually not much ), goes down pretty fast.
Edited: Im r 9 dwarf and r10 sunspear.
Me as Holy ranger
With
2 Holy Dervish
1 protect monk hero with splinter weapon that is casted on me.
2 monk henchies 2 ele henchies and consummables.
Bassically i run up to the mob with the 2 dervish and lauch "Light of Deldrimor" and "Eternal aura". What left of them (usually not much ), goes down pretty fast.
Edited: Im r 9 dwarf and r10 sunspear.
Mickey
Quote:
Originally Posted by Proff
Dontcha know ursan is the answer to everything...
I don't think he wants to give up yet.
Bring a Rt/Mes Rit Lord, really helped. Rit Lord, + defensive spirits, + leech signet and power drain + death pact signet. Took alot of pressure off my buddy. And for gods sake, do not try to do this alone, jeez that would suck, find someone to do it with.
Bring a Rt/Mes Rit Lord, really helped. Rit Lord, + defensive spirits, + leech signet and power drain + death pact signet. Took alot of pressure off my buddy. And for gods sake, do not try to do this alone, jeez that would suck, find someone to do it with.
Washi
Quote:
Originally Posted by eddie2593
this is impossible for a war even at NM
blinded every sec!! - Rune of Clarity
- "I Can See Clearly Now"
- Condition removal
blinded every sec!! - Rune of Clarity
- "I Can See Clearly Now"
- Condition removal
Marty Silverblade
Quote:
Originally Posted by Washi
- Rune of Clarity
- "I Can See Clearly Now"
- Condition removal The rune and inscription are going to do nothing to help with the blind. Even in NM, the wizards will constantly spam blinding flash at you so reducing the duration by a couple of seconds won't help. Removing it is only going to take a crapload of energy, you'd need a monk dedicated to wiping conditions on you alone. [skill=text]Sight Beyond Sight[/skill] is much much more useful, though you'll only get 8 seconds out of it (though if you've let off a good ray of judgement spike it's shouldn't be too much of a problem).
- "I Can See Clearly Now"
- Condition removal The rune and inscription are going to do nothing to help with the blind. Even in NM, the wizards will constantly spam blinding flash at you so reducing the duration by a couple of seconds won't help. Removing it is only going to take a crapload of energy, you'd need a monk dedicated to wiping conditions on you alone. [skill=text]Sight Beyond Sight[/skill] is much much more useful, though you'll only get 8 seconds out of it (though if you've let off a good ray of judgement spike it's shouldn't be too much of a problem).
Asha Rai
Indeed. I went there in hm as a ranger and found myself spamming antidote sig on recharge. Even then I'd be lucky to get in a shot before getting blinded again. I was forced to switch to a longbow to cope. I can only imagine how tough is would be for a war to cope.
Washi
Quote:
Originally Posted by Marty Silverblade
The rune and inscription are going to do nothing to help with the blind. Even in NM, the wizards will constantly spam blinding flash at you so reducing the duration by a couple of seconds won't help. Removing it is only going to take a crapload of energy, you'd need a monk dedicated to wiping conditions on you alone. [skill=text]Sight Beyond Sight[/skill] is much much more useful, though you'll only get 8 seconds out of it (though if you've let off a good ray of judgement spike it's shouldn't be too much of a problem).
Cutting blind duration almost in half makes a huge diffrence. Atleast for me. I H/H'ed this dungeon, and the most important thing is careful pulling and flagging, often you can break the groups cause wizards are more aggresive than the rest of the team.
Squishy ftw
You could always take the easy way out and just 600/smite the dungeon.
Vaal 84
are u able to 600/smite your way there or do you need to be run?
Richardt
My alliance recently did this in HM fairly easily.
One Avatar of Melandru derv with Eteranal Aura/Heart of Holy Flame (prevents blinding and pumps out holy damage)
One warrior with DSlash/Whirlwind Attack
N/Mo with Emapthic Removal, Order of Pain and Dark Fury
SY!/TNtF para
Nuker
I forget the finer details, but there were some healers and we also slotted in Judge's Insight for more holy damage from the para and warrior.
We did it without cons in hour and a half I believe-but we were also going slowly
EDIT: the Avatar of Melandru build is pretty much the one off of pvxwiki with Eremite's Sweep replaced with Farmer's Scythe
One Avatar of Melandru derv with Eteranal Aura/Heart of Holy Flame (prevents blinding and pumps out holy damage)
One warrior with DSlash/Whirlwind Attack
N/Mo with Emapthic Removal, Order of Pain and Dark Fury
SY!/TNtF para
Nuker
I forget the finer details, but there were some healers and we also slotted in Judge's Insight for more holy damage from the para and warrior.
We did it without cons in hour and a half I believe-but we were also going slowly
EDIT: the Avatar of Melandru build is pretty much the one off of pvxwiki with Eremite's Sweep replaced with Farmer's Scythe
Mr. Undisclosed
I imagine it might have been a tiny bit faster if you added Draw conditions to the derv, I see that as working really well actually.
Richardt
I think we did-I didn't notice a change from the blind bots as I brought Remedy Sig and put both reduce blind mods on my shield and armor.
Take that Blinding Surge!
And it was alot of fun-I'm trying to see how fast my guild can do dungeons now XD
Take that Blinding Surge!
And it was alot of fun-I'm trying to see how fast my guild can do dungeons now XD
Kaida the Heartless
http://www.guildwarsguru.com/forum/s...e+ Easy+Kaida
I posted this when noone could beat this dungeon (easily) at the release of eotn. Most of the posters tried this build (or something similar) and had great success. Hopefully, you'll have some too.
I posted this when noone could beat this dungeon (easily) at the release of eotn. Most of the posters tried this build (or something similar) and had great success. Hopefully, you'll have some too.
Productivity
Three monk heros, following skills.
Ray of Judgement
Spear of Light
Castigation Signet
Smite Hex
Smite Condition
Mantra of Inscriptions
Leech Signet
Symbol of Wrath
12 Smiting, 12 Inspir, 3 Divine. Go and buy your heros three minor smite runes (it's only 300g total).
Line the heros up, use Ray of Judgement to spike. Don't bother with the monks, kill the wizards first. Three RoJ's is enough to clean spike anything that isn't a boss in here, so you'll often take out 4 or 5 enemies on your first shot. I found Signet of Judgement couldn't clean spike with only three monks and while Ray is slower, more expensive and more unwieldy, it is far more effective as you'll straight up explode the group. For NM I would run SoJ as it is quicker. The monks can't heal the spike, so you may as well kill what will hurt you (ie. the wizards). I let the heros do their own thing with Spear and castigation, both hit hard on the enemy undead and they are decent at timing it to get the bonuses on them. Smite hex/condition have a huge AoE and hit for a lot, they will often finish off whatever is left. Mantra of inscriptions just speeds things up, Leech signet is for Fendi Nin (interupting his massive AoE spells makes it a lot easier). Symbol of Wrath cleans up anything that gets through and wants to take you on in melee, be it wizards or warriors and also is brutal on Fendi Nin later.
If you come across groups that are close together, line up a RoJ spike, then as soon as they cast Ray, run. If you get into a fight and double aggro, you're almost certain to wipe.
Take Mhenlo, Lina, Herta and Devona (Devona is a bit optional, she doesn't add a lot but there's not much better and she helps against Fendi). When I did this I was a prot monk myself, but you can run as anything. If you're a caster, take a copy of Protective Spirit.
You can basically get all the way to Fendi by spiking no problems in HM with 10% morale boost. Fendi is a little more difficult - take advantage of him and pull him away from his archers. If there is one archer alive when he dies, the ritualists will spawn at the live archer. WHen you have him in his soul, flag your three smite heroes in and get them all to use Symbol of Wrath, if he tanks it all (which he did all the time for me), you have just dealt 900 damage to him for 15 energy (30 x 2 x 5 x 3). When he transforms back, don't hang around, run out so that you don't nuke all the archers (otherwise you'll have to fight the ritualists with him).
The heroes I found to be very good with leech sig and would routinely interupt his more damaging skills, taking away a lot of pressure. Let the heroes use Ray of Judgement at their own control, if you try to synch them, you will disable all three leech sigs at once. Having them use RoJ at their own pace means yo almost allways have a hero ready to leech sig.
The three skills in his normal form that will hurt you are chillblains, feast of corruption and desecrate enchantments. If he casts these three back to back, it will probably kill anything in it. You will probably get a few party wipes from these but keep going, bring a few DP removers if need be.
Good luck with it, it's a tough dungeon but it can be done with H/H.
Ray of Judgement
Spear of Light
Castigation Signet
Smite Hex
Smite Condition
Mantra of Inscriptions
Leech Signet
Symbol of Wrath
12 Smiting, 12 Inspir, 3 Divine. Go and buy your heros three minor smite runes (it's only 300g total).
Line the heros up, use Ray of Judgement to spike. Don't bother with the monks, kill the wizards first. Three RoJ's is enough to clean spike anything that isn't a boss in here, so you'll often take out 4 or 5 enemies on your first shot. I found Signet of Judgement couldn't clean spike with only three monks and while Ray is slower, more expensive and more unwieldy, it is far more effective as you'll straight up explode the group. For NM I would run SoJ as it is quicker. The monks can't heal the spike, so you may as well kill what will hurt you (ie. the wizards). I let the heros do their own thing with Spear and castigation, both hit hard on the enemy undead and they are decent at timing it to get the bonuses on them. Smite hex/condition have a huge AoE and hit for a lot, they will often finish off whatever is left. Mantra of inscriptions just speeds things up, Leech signet is for Fendi Nin (interupting his massive AoE spells makes it a lot easier). Symbol of Wrath cleans up anything that gets through and wants to take you on in melee, be it wizards or warriors and also is brutal on Fendi Nin later.
If you come across groups that are close together, line up a RoJ spike, then as soon as they cast Ray, run. If you get into a fight and double aggro, you're almost certain to wipe.
Take Mhenlo, Lina, Herta and Devona (Devona is a bit optional, she doesn't add a lot but there's not much better and she helps against Fendi). When I did this I was a prot monk myself, but you can run as anything. If you're a caster, take a copy of Protective Spirit.
You can basically get all the way to Fendi by spiking no problems in HM with 10% morale boost. Fendi is a little more difficult - take advantage of him and pull him away from his archers. If there is one archer alive when he dies, the ritualists will spawn at the live archer. WHen you have him in his soul, flag your three smite heroes in and get them all to use Symbol of Wrath, if he tanks it all (which he did all the time for me), you have just dealt 900 damage to him for 15 energy (30 x 2 x 5 x 3). When he transforms back, don't hang around, run out so that you don't nuke all the archers (otherwise you'll have to fight the ritualists with him).
The heroes I found to be very good with leech sig and would routinely interupt his more damaging skills, taking away a lot of pressure. Let the heroes use Ray of Judgement at their own control, if you try to synch them, you will disable all three leech sigs at once. Having them use RoJ at their own pace means yo almost allways have a hero ready to leech sig.
The three skills in his normal form that will hurt you are chillblains, feast of corruption and desecrate enchantments. If he casts these three back to back, it will probably kill anything in it. You will probably get a few party wipes from these but keep going, bring a few DP removers if need be.
Good luck with it, it's a tough dungeon but it can be done with H/H.
Danax
I pugged this with another ranger.
2 Holy barragers.
4 Signet of judgement monks
2 heal/prot monks.
Lined up the 4 monks, and sync spiked on 1 enemy in the middle. it didnt really matter which but we went for the priest if it was in the mob.
Anything died instantly, plus if something didnt get killed, 12 holy arrows were flying down at the time of the ROJ spike. If anything got close, Light of deldrimor finished it. Most of the time there were no leftover enemies anyway except for moving mobs, everything usually wiped with 4 ROJ in 1 shot.
BTW, for Fendi Nin, we really didnt have a strategy but to keep dieing to get his HP down, and use the flames for help. Clovers helped a lot for accidential deaths.
Your worst enemy with this Holy damage build is Enchanted. Bring Aegis.
2 Holy barragers.
4 Signet of judgement monks
2 heal/prot monks.
Lined up the 4 monks, and sync spiked on 1 enemy in the middle. it didnt really matter which but we went for the priest if it was in the mob.
Anything died instantly, plus if something didnt get killed, 12 holy arrows were flying down at the time of the ROJ spike. If anything got close, Light of deldrimor finished it. Most of the time there were no leftover enemies anyway except for moving mobs, everything usually wiped with 4 ROJ in 1 shot.
BTW, for Fendi Nin, we really didnt have a strategy but to keep dieing to get his HP down, and use the flames for help. Clovers helped a lot for accidential deaths.
Your worst enemy with this Holy damage build is Enchanted. Bring Aegis.
Asha Rai
Quote:
Originally Posted by Productivity
Three monk heros, following skills.
Ray of Judgement
Spear of Light
Castigation Signet
Smite Hex
Smite Condition
Mantra of Inscriptions
Leech Signet
Symbol of Wrath Replace symbol of wrath with arcane mimicry, and give one of the monks soj instead of roj. They are pretty smart at copying the skill they don't have, so each monk ends up with two elites.
Ray of Judgement
Spear of Light
Castigation Signet
Smite Hex
Smite Condition
Mantra of Inscriptions
Leech Signet
Symbol of Wrath Replace symbol of wrath with arcane mimicry, and give one of the monks soj instead of roj. They are pretty smart at copying the skill they don't have, so each monk ends up with two elites.
h9dlb
Just done it with H/H. Took me 2 hours 45 mins. Took 2 smite monks and a SF ele heroes and fire, healing, protection and interrupt henchmen.
It was pretty easy really, just a time consuming grind. Fendi wasnt that bad - he took 30 minutes to kill.
Kathandrax next !!!
It was pretty easy really, just a time consuming grind. Fendi wasnt that bad - he took 30 minutes to kill.
Kathandrax next !!!
freaky naughty
SY and TntF paragons don't work here, there's too much blind to accumulate adrenaline.
Richardt
Quote:
Originally Posted by freaky naughty
SY and TntF paragons don't work here, there's too much blind to accumulate adrenaline.
How I did it is this:
20% Reduce Blind Rune
20% Reduce Blind Shield Inscription
Then we took a hero with condition removal-low recharge ones so they can basically spam it.
In addition our Melandru Derv did have Draw Conditions, so if things got to heavy, he used that and cleaned the party.
Plus, if your tanks do their job good, all the blinding will be on them (that's the beauty of the Melandru derv-no blinding, holy damage and can hit multiple foes).
I think I got blinded maybe 10 times during the entire thing, and each time it was no longer than a couple seconds-which still gives you plenty of time to get adrenaline and throw it back up (particularly if you have someone throwing around Dark Fury).
20% Reduce Blind Rune
20% Reduce Blind Shield Inscription
Then we took a hero with condition removal-low recharge ones so they can basically spam it.
In addition our Melandru Derv did have Draw Conditions, so if things got to heavy, he used that and cleaned the party.
Plus, if your tanks do their job good, all the blinding will be on them (that's the beauty of the Melandru derv-no blinding, holy damage and can hit multiple foes).
I think I got blinded maybe 10 times during the entire thing, and each time it was no longer than a couple seconds-which still gives you plenty of time to get adrenaline and throw it back up (particularly if you have someone throwing around Dark Fury).
Ferret Deathsquad
Pain Invertor
Hex Spell. For 6...10 seconds, every time target foe deals damage that foe takes 80...140% of the damage it causes (maximum 80 damage).
I've heard this skill helps out on bosses and big groups.
Hex Spell. For 6...10 seconds, every time target foe deals damage that foe takes 80...140% of the damage it causes (maximum 80 damage).
I've heard this skill helps out on bosses and big groups.
Theli
me and one friend finish thsi dungeon very easy...only 1 wipe against the boss.
build team:
me: W/X tank (no ursan)
heroes:
1 smite monk (Signet of judgment, bane signet, castigation signet, smite conditions, smite hex, mantra of inscription, optional slot, res)
1 prot monk (life sheat, aura of stability, shield of absorption, spirit bond, divine healing, heavens delight.etc)
1 healer monk (healers covenant, patien spirit,vigorous spirit, dwaynas kiss)
my friend
r/rt splinter barrage.
2 smite monks (Signet of judgment, bane signet, castigation signet, smite conditions, smite hex, mantra of inscription, optional slot, res)
1 healer monk (i think it was a LoD).
optionals for smites: judges insight --> ranger with barrage
reversal of damage
and coordinate spikes is gud :P.
build team:
me: W/X tank (no ursan)
heroes:
1 smite monk (Signet of judgment, bane signet, castigation signet, smite conditions, smite hex, mantra of inscription, optional slot, res)
1 prot monk (life sheat, aura of stability, shield of absorption, spirit bond, divine healing, heavens delight.etc)
1 healer monk (healers covenant, patien spirit,vigorous spirit, dwaynas kiss)
my friend
r/rt splinter barrage.
2 smite monks (Signet of judgment, bane signet, castigation signet, smite conditions, smite hex, mantra of inscription, optional slot, res)
1 healer monk (i think it was a LoD).
optionals for smites: judges insight --> ranger with barrage
reversal of damage
and coordinate spikes is gud :P.
Pick Me
Quote:
Originally Posted by Ferret Deathsquad
Pain Invertor
Hex Spell. For 6...10 seconds, every time target foe deals damage that foe takes 80...140% of the damage it causes (maximum 80 damage).
I've heard this skill helps out on bosses and big groups. Pain inverter's recharge time is a bit long, only affects 1 target, max damage is 80, bosses have hex duration time cut in half.
It is useful against AoE enemies. Damage taken by 1 character will damage the hexed enemy. However, 1 spell like Aftershock hitting 3 characters, will do a max of 80x3 = 240 damage to hexed enemy. It is a max damage of 80 per "attack", which means 8 characters being hit by 1 attack, is the same as 1 character being hit by 8 attacks (that is what happens to the guy with Pain inverter on him/her/it).
That is when Pain Inverter becomes insane. (especially when you add minions, pets, and I think spirits all being hit by a Meteor Shower or something).
Hex Spell. For 6...10 seconds, every time target foe deals damage that foe takes 80...140% of the damage it causes (maximum 80 damage).
I've heard this skill helps out on bosses and big groups. Pain inverter's recharge time is a bit long, only affects 1 target, max damage is 80, bosses have hex duration time cut in half.
It is useful against AoE enemies. Damage taken by 1 character will damage the hexed enemy. However, 1 spell like Aftershock hitting 3 characters, will do a max of 80x3 = 240 damage to hexed enemy. It is a max damage of 80 per "attack", which means 8 characters being hit by 1 attack, is the same as 1 character being hit by 8 attacks (that is what happens to the guy with Pain inverter on him/her/it).
That is when Pain Inverter becomes insane. (especially when you add minions, pets, and I think spirits all being hit by a Meteor Shower or something).
Richardt
Pain Inverter does wonders on those hammer undeads here-IMO they're the hardest hitting. Sure the eles are annoying, but these guys will rush in and go around your wall and start smacking your monks around. Pain Inverter solves that
Plus we usually have 2-3 people in our groups that bring it so we can spread the love.
Plus we usually have 2-3 people in our groups that bring it so we can spread the love.
XDeadboltX
Quote:
Originally Posted by Richardt
Pain Inverter does wonders on those hammer undeads here-IMO they're the hardest hitting.
My guild did a light of deldrimor spike against them lol