Rragar's HM Hell
mazey vorstagg
Has anyone actually managed to do this dungeon with H/H
I can't play with real people as I don't have the time but I need to do this dungeon in HM for my title.
So far I've tried twice and both times have ended in disaster. (current, I'm 4 hours in, still on the first floor, have 60% and have used 2 powerstones).
My god, I need to remember this is just a game, but this dungeon is the one that made my leave GW for a month last time.
What builds did you use, and were the any specific tactics you used?
Thanks
a very frustrated mazey...
I can't play with real people as I don't have the time but I need to do this dungeon in HM for my title.
So far I've tried twice and both times have ended in disaster. (current, I'm 4 hours in, still on the first floor, have 60% and have used 2 powerstones).
My god, I need to remember this is just a game, but this dungeon is the one that made my leave GW for a month last time.
What builds did you use, and were the any specific tactics you used?
Thanks
a very frustrated mazey...
Numa Pompilius
I'm not sure I've H/H'd that one in hardmode, and it's too awkward to get to for me to bother now, but I do remember one thing: always find and kill or interrupt the Earthbound Oozes first. They're always present when there's popups, and they can pretty much wipe the team in one hit. None of the other enemies are anywhere near as dangerous.
tmakinen
I did it with H+H but it was not easy. The main obstacle on level 1 are the balanced charr mobs of prophet, dominator, 2 nukers and some assorted stuff (necros, rangers and/or warriors). Flag your herohench well apart, do a long pull, train your BHA ranger on the prophet, kill dominator, move herohench if they're getting AoE'd, kill prophet, kill nukers, clean up the rest at your leisure.
On the second level be extremely wary of harrowers. A single Spirit Rift will rip your party a new one even without previously acquired DP. The halfway boss has 4 harrowers in her mob, stay on the move, hit and run FTW.
Rragar and Hidesplitter are trivial once you get there. Flag herohench behind the big rock, kill Rragar, kill Hidesplitter.
Edit: as far as I remember, I had a Defensive Anthem para, Reaper's Mark debuff necro, BHA ranger of my own, Herta, Mhenlo, Lina and something (possibly mesmer).
On the second level be extremely wary of harrowers. A single Spirit Rift will rip your party a new one even without previously acquired DP. The halfway boss has 4 harrowers in her mob, stay on the move, hit and run FTW.
Rragar and Hidesplitter are trivial once you get there. Flag herohench behind the big rock, kill Rragar, kill Hidesplitter.
Edit: as far as I remember, I had a Defensive Anthem para, Reaper's Mark debuff necro, BHA ranger of my own, Herta, Mhenlo, Lina and something (possibly mesmer).
viper11025
I used an ursan, and spell breker monk to keep aggro in the tank.
Obi, +2 SH, 2 Ursans + 3monks.
U only need 3 ppl that way.
Obi, +2 SH, 2 Ursans + 3monks.
U only need 3 ppl that way.
MagmaRed
I hero/henched it on my Ranger. Went with a Glass Arrows damage build myself, packing Savage and Distracting. Took Mhenlo as a HB Monk, Livia as a Jagged MM, and Norgu as an anticaster Mez (Ineptitude+Epidemic, but mainly Frustration, Arcane Conundrum, Power Drain). Used Lina, Herta, Eve, and Zho for the hench.
Only spot that wiped me more than once was the cave with the Charr and Ooze pop-ups. Even though I knew the pop-ups were there, I couldn't find a way to trigger them before aggroing the Charr. Taking on both was not fun. Used 2 Powerstones total, 2 Essences, 1 Grail, and 3 Armors. I could have done better if I had been more patient, but since I had consumables, I was reckless in spots.
As noted, it is key to pick your targets. Killing the right monsters first makes a huge difference. I would call a target for the hero/hench to attack, and auto-attack it myself. Then I would switch to a different target, like the Charr Flameshielders/Elems. If they used Firestorm or Meteor Shower, I'd fire an interrupt. Using an MM, you need to be wary of the Oozes though. The Necro Oozes will steal minions, so either kill them, interrupt them, or give your MM a skill to steal them back.
Only spot that wiped me more than once was the cave with the Charr and Ooze pop-ups. Even though I knew the pop-ups were there, I couldn't find a way to trigger them before aggroing the Charr. Taking on both was not fun. Used 2 Powerstones total, 2 Essences, 1 Grail, and 3 Armors. I could have done better if I had been more patient, but since I had consumables, I was reckless in spots.
As noted, it is key to pick your targets. Killing the right monsters first makes a huge difference. I would call a target for the hero/hench to attack, and auto-attack it myself. Then I would switch to a different target, like the Charr Flameshielders/Elems. If they used Firestorm or Meteor Shower, I'd fire an interrupt. Using an MM, you need to be wary of the Oozes though. The Necro Oozes will steal minions, so either kill them, interrupt them, or give your MM a skill to steal them back.
Healers Wisper
I h/h it. It was tought but doable. I ran ursan with myt 3 necro henchi running Necroway (Jagged bones MM (olias), SS (livia), and N/Rt Healer (whisper)). I think I brought the Healer Hench, Zho, Cynn, and 1 warrior can't remember. Just flagg you heros to control aggro and take it slow. Also make sure you heros are fully runed out, dont bring in naked hero!!!! I was playing Alyssia, my Necro, with r10 Ursan.
Squishy ftw
eviscerate warrior
ss necro with ancestors'/splinter weap
virulence/epidemic MM
triple heat ele with aegis
earth ele hench
interrupter hench
2x monk hench
Charr go boom pretty nicely with this.
warrior with splinter + ancestor's on him is already a burden on the tightly packed charr casters. That combined with SS + the ele's heats, the -7 aoe degen from virulence/epidemic + the daze it causes and the minions hitting on them = dead charr in no time.
ss necro with ancestors'/splinter weap
virulence/epidemic MM
triple heat ele with aegis
earth ele hench
interrupter hench
2x monk hench
Charr go boom pretty nicely with this.
warrior with splinter + ancestor's on him is already a burden on the tightly packed charr casters. That combined with SS + the ele's heats, the -7 aoe degen from virulence/epidemic + the daze it causes and the minions hitting on them = dead charr in no time.
Mickey
I'm just guessing that Ractohway (lol) would tear through this.
RhanoctJocosa
ursan blessing
bifter
I did this with H/H. It was my last one for LMoTN, so to my shame I took some consumables with me. Used a grail and armour and each floor, and one powerstone only (had some problems with the harrowers the first time I met them - didn't do my research, and wasn't expecting a spirit rift / weapon rit, so racked up a bit of DP).
With the exception of one or two mobs (including the very first one on the first floor), the charr are no harder than outside. So practice in Dalada until you have your routine down pat. Oozes are manageable IMO. Worst enemies are the fleshreavers - aggrolock is the best tactic against the bigger fleshreaver mobs IMO (pull them to the end of their aggro range and try to pick the stragglers off one by one).
You can run from the key boss on floor 3 to Rragar without fighting anything else, then as has been said, sit behind the rock and nuke them to death.
I ran as a hybrid bsurge with technobabble / PI / ward against charr, and a 3 nec backline (my SS also running ward against elements / ward of stability). It was tough, but doable.
With the exception of one or two mobs (including the very first one on the first floor), the charr are no harder than outside. So practice in Dalada until you have your routine down pat. Oozes are manageable IMO. Worst enemies are the fleshreavers - aggrolock is the best tactic against the bigger fleshreaver mobs IMO (pull them to the end of their aggro range and try to pick the stragglers off one by one).
You can run from the key boss on floor 3 to Rragar without fighting anything else, then as has been said, sit behind the rock and nuke them to death.
I ran as a hybrid bsurge with technobabble / PI / ward against charr, and a 3 nec backline (my SS also running ward against elements / ward of stability). It was tough, but doable.
mazey vorstagg
Well, I've never used any of the "other" consumables except powerstones, so I might give that a try next time.
I find the charr inside are much harder than outside. In Dalada they tend to be unbalanced groups; for example lots of warriors and one stalker. But inside groups are nearly always, 1 monk, 2 warriors, 2 eles, 1 resmer, 1 stalker, 1 ressing rit.
The difficulty is, who to take down first. The resmer? the healer? I tried bringing frozen soil but it's a double edged sword.
The hardest mobs for me are the ones with lots of charr eles. The corridors are too small to run away, you can't just outlast it with WaH, it's too much damage. I could try tanking, but I fear they're smarter than that.
thanks
I find the charr inside are much harder than outside. In Dalada they tend to be unbalanced groups; for example lots of warriors and one stalker. But inside groups are nearly always, 1 monk, 2 warriors, 2 eles, 1 resmer, 1 stalker, 1 ressing rit.
The difficulty is, who to take down first. The resmer? the healer? I tried bringing frozen soil but it's a double edged sword.
The hardest mobs for me are the ones with lots of charr eles. The corridors are too small to run away, you can't just outlast it with WaH, it's too much damage. I could try tanking, but I fear they're smarter than that.
thanks
bifter
Well, the groups inside do ease up. The first group is a beast, but one thing you can try is to flag your team near the gate to sacnoth and go lure them up the passage to the north) and let them kill you. They don't return to their spawn point, so you can get one of your team to rebirth you and walk past them. You won't meet any Charr groups as hard for a while.
The ideal way to tackle them is to fan out, then try to either group daze them with technobabble (if they bunch), or alternative have an interrupter concentrate on the healer while you call the resmer as a target and gang hump him. In the narrow areas combining wards of elements, stability and battle standard are a real help to staying alive (I wouldn't bother with ward against harm personally - I'd rather take a little extra damage, and stay on my feet courtesy of ward of stability), or otherwise you can often interrupt MS just from the aoe daze effect of technobabble. Once it's interrupted you don't have to worry about it for 60 secs.
It IS possible to tank charr. Not sure if it's the best approach at Rragar's though - you'll meet some bigass mobs with unusual damage types on floor 2 and 3 - not sure it would work that well.
The ideal way to tackle them is to fan out, then try to either group daze them with technobabble (if they bunch), or alternative have an interrupter concentrate on the healer while you call the resmer as a target and gang hump him. In the narrow areas combining wards of elements, stability and battle standard are a real help to staying alive (I wouldn't bother with ward against harm personally - I'd rather take a little extra damage, and stay on my feet courtesy of ward of stability), or otherwise you can often interrupt MS just from the aoe daze effect of technobabble. Once it's interrupted you don't have to worry about it for 60 secs.
It IS possible to tank charr. Not sure if it's the best approach at Rragar's though - you'll meet some bigass mobs with unusual damage types on floor 2 and 3 - not sure it would work that well.
mazey vorstagg
Quote:
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So I could go with Sab's Build
MM
SS (with frozen soil)
Resto Necro
Warder (with WaH, Ward of Stability, Some water and earth moves)
Cynn
Devona
Lina
Menhlo
Do you think I'll have enough damage? If my minion army dies due to fleshreavers I might flop.
bifter
Heroes kite around, and wards don't stay up all the time. Having some overlap helps in places like this in my experience.
To be honest, I doubt the water build will do less damage than a typical bsurge build, but the blinding is very, very useful - particularly on level 2 where there are large mobs of charr assassins. I just think that water is overkill for this dungeon - it isn't kathandrax. You could always keep an interrupt on your bar, and always make sure you save it for MS (pretty hard to miss that interrupt...) That would go a long way to mitigating the damage that you take.
I couldn't manage to go toe-to-toe with the fleshreavers, and your minions WILL die (from smite aoe skills), but I still think it's worth taking a MM on balance, particularly if you also have technobabble on your bar. I really recommend you use hit and run on the fleshreavers - pull them to the extent of aggro and pick them off. The only other way would be to run as a tank I think, and I'm not sure how well that would work here as primary ele, and without a prot hero.
Last thing - I'm not sure I'd bother with Devona, I'd usually take Herta (more overlapping wards, and a nice aoe in sandstorm).
To be honest, I doubt the water build will do less damage than a typical bsurge build, but the blinding is very, very useful - particularly on level 2 where there are large mobs of charr assassins. I just think that water is overkill for this dungeon - it isn't kathandrax. You could always keep an interrupt on your bar, and always make sure you save it for MS (pretty hard to miss that interrupt...) That would go a long way to mitigating the damage that you take.
I couldn't manage to go toe-to-toe with the fleshreavers, and your minions WILL die (from smite aoe skills), but I still think it's worth taking a MM on balance, particularly if you also have technobabble on your bar. I really recommend you use hit and run on the fleshreavers - pull them to the extent of aggro and pick them off. The only other way would be to run as a tank I think, and I'm not sure how well that would work here as primary ele, and without a prot hero.
Last thing - I'm not sure I'd bother with Devona, I'd usually take Herta (more overlapping wards, and a nice aoe in sandstorm).
itsvictor
"Godmode" Warrior or Imbagon, paired with a WaH in your backline and you should be fine. Your party should be able to deal a lot of fast damage because when given the opportunity, the aoe in this dungeon is quite lethal. Rodgorts, savannah heat+deep freeze, etc etc.
Aba
when i do it in hardmode i usually use hearta,the machine known as zho,and both henchie healers.......me a derv, gwen with some protection and interupts,and sabway rit healer, with a tweaked n/rt MM.....wasnt the fastest set up but did the job