HM'ing Kathandrax

trielementz

trielementz

Wilds Pathfinder

Join Date: Dec 2005

Spectra Sg [SpcA]

W/Mo

is there a build that involves a 600/smiter which can allow u to HM the whole of Kathandrax dungeon? i have seen people doing that recently and any help is greatly appreciated ty!

trielementz

trielementz

Wilds Pathfinder

Join Date: Dec 2005

Spectra Sg [SpcA]

W/Mo

what are cry necros? thanks awfully!!

Mr.Kotte

Mr.Kotte

Wilds Pathfinder

Join Date: Jul 2005

Me/

He could be referring to this:
[Cryway Necro;OAVUMuSZyDTLB5B2g2kXB8BVABBA]

boogerboy72

Lion's Arch Merchant

Join Date: Sep 2007

[Scar]

N/Me

where are the mesmer hexes?
or am i missing something

Valshia

Academy Page

Join Date: Jan 2007

R/Rt

WTB Mesmer hex. It might work if you adjusted for that but it does require real people.

I've made a 3 attempts at running Kathandrax trying to figure out how myself with a minimal number of heroes. The standard CoF build works mostly, except for a few hitches. 1) The Infernal Siege Wurms don't attack, so a 600/smite setup won't do anything to them, 2) The groups with Wail of Doom oozes + healing rit on level 2, 3) The Flame Djinn with the boss key on level 3. So far I've been struck at 2.

Now I could do what the PRO runners do and charge a full party to bring Ursan to get me over I the humps I can't get past myself, but I like the challenge.

dread slayer

dread slayer

Frost Gate Guardian

Join Date: Mar 2008

Somewhere

A guild??? What is that?

A/

Hmm...... You could bring a runner + normal team.......

Wit my ranger, I run till siege worms and solo them myself and then i run till

lvl 2.....

After tht it gets harder but like i said..... u can run the first and sumwhat the second part....

It normally takes me 20-30 mins to finish run

intimidator89

Academy Page

Join Date: Feb 2007

Urgoz Warren

Nice Cream of Ice [Nice]

W/

I did this with my 600 Rit and a monk hero for most of the dungeon. However, you need a full party to beat the Flame Djinn so I brought a full party of hero's and flagged them away except for the siege wurm and the flame djinn. Flag your party at your location (just at edge of where he casts the siege) and just pain inverter the wurm. Bring 3 healers (2 hench and 1 hero to withstand the siege). Same strategy for the Flame Djinn boss. The healin rit is a pain and I think there was a disenchantment spirit as well. I just aggrod the group, targeted the spirit spammer and when he cast disenchantment, pulled the group back to finish them off. Worst case, unflag your heros and they can finish him off. The run there is the biggest downside to this dungeon imo.