How to beat Shards of Orr? (hard mode)

keli

Krytan Explorer

Join Date: Sep 2006

Budapest

E/

As the title sais, can anyone give me some tips?

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

Easy answer is get a run from a 600/smite team.

Harder answer is to take a lot of holy damage on your own team; if going H/H the way I did it was to take Norgu as a signet smiter, Gwen as a domination/interrupter, Melonni with [Avatar of Balthazar], Mhenlo, Lina, Cynn, Devona. I'm a mesmer BTW. Tri-necro? Pssh. Tri-mesmer FTW.

Snograt

Snograt

rattus rattus

Join Date: Jan 2006

London, UK GMT??0 ??1hr DST

[GURU]GW [wiki]GW2

R/

Heh, tri-necro in a dungeon full of holy damage. It hurts, believe me, it hurts.

doudou_steve

doudou_steve

Lion's Arch Merchant

Join Date: Dec 2007

Canada

Guildless QQ

W/

tri-necro (which contains a mm) in a dungeon full of undead...ouch.

I did it in a full(well full i mean 4/8 were smite monks) 1 nuker, 1 warrior, 2 hybrids monk...it was great fun

Kerwyn Nasilan

Kerwyn Nasilan

Forge Runner

Join Date: Aug 2007

WHERE DO YOU THINK

W/

Just dump in as much Holy damage as possible. Condition removal helps too.

davicams

davicams

Frost Gate Guardian

Join Date: Dec 2006

Guardians of the Catacombs [GoC]

R/

where is the best place to ask for a run of this dungeon?

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

Vlox's Falls/Gadd's Encampment would be the only two places they'd leave from, personally I'd guess Vlox's Falls. They'd have to go out of their way to get the quest to actually enter the dungeon otherwise.

illidan009

illidan009

Wilds Pathfinder

Join Date: May 2008

Volterra, Italy

A/

All the suggestions about the holy damage is really useful, cast on huge groups to see awesome numbers coming up XD
If still having trouble, pop in a few powerstones of courage. If after 5(rofl) and still failing, then nothing can help you.

Elite Ice

Academy Page

Join Date: Jun 2006

600 tank
smiter
r/mo for spirit

gg


around 2hr

Hugh Manatee

Hugh Manatee

Jungle Guide

Join Date: May 2007

Nice But Deadly[nice]

N/

I actually find a Melandru's Derv with heart of holy flame to convert the damage from earth to holy to be more effective then a balth derv. A Balth derv will spend most of the time blind, the zombie wizards like to spam eruption, b-flash and such. With Melandru, you'e immune to all that, the necro's virulence the fire traps, and all that, and still do holy damage with HoHF. If you do take balth, or any other melee class, consider taking Sight Beyond Sight. Even though it's a spawning power skill, it still lasts about 8-10 seconds, and the immunity to blind in this dungeon really really helps.

N1ghtstalker

N1ghtstalker

Forge Runner

Join Date: Dec 2007

E/

did it with 5 ursans, 1 migraine mesmer, one HB monk and 1 ritu healer
took us about a small hour
you'll need 4 consets
1 for first stage, 1 for second stage and 2 for the last stage
quite easy to do

Valeria

Valeria

Wilds Pathfinder

Join Date: Oct 2005

Germany

PaRe

W/

4x [skill]ray of judgment[/skill] they wont even scratch you! If you want you can add [skill]arcane echo[/skill] but its not really necessary. Yust make sure you hit all at once

erfweiss

Krytan Explorer

Join Date: Jul 2006

Cold Black Eyes

W/A

I haven't tried this in HM yet. Ripped thru it in normal with an odd necro seup. SS/Mark of Pain/Foul Feast/Plague sending/Epidemic.

Fionn Falaich

Fionn Falaich

Academy Page

Join Date: May 2007

Okay, so after about 2-1/2 hours in the dungeon, HM with H/H, with Soul of Fendi at about 1/8 health, I disconnected and couldn't reconnect.

My question is about Fendi and Soul of Fendi. I was running three RoJ smiting heroes, each with a quick mesmer interrupt (my thought was that that would help on the Fendis...it did, sort of...), Mhenlo, Lina, Cynn, and Herta. I was with my ele, with a notably horrid build. I was basically running an earth build with a knock down and some other useless earth skills, with Light of Deldrimor and Pain Inverter. Nevertheless, the knock down worked excellently on the groups of undead, coupled with 3x RoJ made easy work of the undead groups. The Enchanted groups were harder because I had no useful skills to damage them, and the large pop-up group in the cemetary on level 2 was harder still. Still, nothing that I couldn't handle. With working off DP against the easy undead groups, I had very little DP going to Fendi.

Then Fendi wipes me several times with ease. Any tips on beating him and his soul without numerous wipes? I tried getting him in the flame traps/jets - it didn't work, he'd simply walk out of the fire and never return to it. I tried pulling him further out of his room - it worked to some extent and I ended up taking Soul of Fendi down to about 1/2 or less doing that. But then the Fendis decided that they would rather run back to his big room instead of fighting outside. After that, it was hit or miss with what would work. I wasted a powerstone at that point, but I probably still would have been able to finish him off at 1/8 health (but then the disconnect ). What worked best by far was pulling across the bridge and then flagging my party apart in the little landing area so that his damage wouldn't be party-wide. Fendi stayed half-way up the bridge and took damage pretty easily there - until he got wise and decided he'd rather run than fight.

So...any tips for dealing with Fendi? There must be a better way than a war of attrition and popping powerstones until he's dead. I was thinking of going primiarly air ele next time for blind/weakness/cracked armor (especially useful for the Enchanteds - but not sure anything but weakness there would help with Fendi). Would high dps fire skills be better against Fendi? Lots of hex removal sure would have been nice, but it doesn't seem like there's much room for that on three smiting heroes. Any suggestions for Fendi??

Chthon

Grotto Attendant

Join Date: Apr 2007

1. Locking a broadhead arrow ranger onto him can greatly reduce his damage output.

2. There is some way to get his soul form's minions to spawn away from his soul form and not bother you. I used to believe I knew what it was (I thought the minions appear at the previous location you killed him), but it turns out I was incorrect. I know that it's possible, since I've done it, but I don't know how to do it reliably.

Fionn Falaich

Fionn Falaich

Academy Page

Join Date: May 2007

To that point, when I could get Fendi to cross the bridge and kill him, his Soul would spawn right there, and I do believe that only once (the first time) did his minions spawn with him. Before the Soul disappeared, he usually ran back across the bridge and disappeared there. Every subsequent time that I was able to pull Fendi and kill him across the bridge, only the Soul spawned there, but his minions spawned back across the bridge (closer to the room) and didn't bother me - but every time the Soul ran back across the bridge before he disappeared. So maybe it is true that the minions spawn at the last location where the Soul disappeared? That wouldn't explain everything, but it may be close. Of course, at least 2 or 3 times, the Sould never spawned at all, just his minions did, and then after the usual time they disappeared and Fendi returned without any Soul at all. So it may be buggy. In any event, the problem still was that, at least at a certain point, Soul of Fendi would simply spawn on the bridge and then run back to the room before I could damage him at all. The BHA idea is interesting, but it seems that that would take away from the effectiveness of the RoJ spike (unless I also went as a RoJ smiter...). Any additional suggestions are most welcome.

Richardt

Richardt

Jungle Guide

Join Date: Sep 2007

http://friendsofloa.com/forum

Leader-Legion of Avalon [LoA] Alliance-Recruiting PM for info!

One of the keys to fighting Fendi (both forms!) is to watch your enchants. She likes to hit you some very nasty enchant removal that'll just pulverize you in seconds.

I noticed his minions can be a bit random in where they spawn. Sometimes they'll spawn right where she first starts, other times right where either the soul or body appears.

As for using RoJ...I'd recommend a signet smiter with [[mantra of inscriptions]. Individually the signets do less damage than RoJ, but with the Mantra they have a faster recharge, so you're getting more bang for your buck. In addition since they don't need energy, you can throw in some utility stuff like [[holy wrath] or [[judge's insight]. And if you're using [[signet of judgement] you get some very nice AoE KD.

If you want to get really fancy, you can use that Artificer Mesmer for your smiter. The build/equipement is here:

http://www.guildwarsguru.com/forum/s...10&postcount=3

With this the idea is that you have several high damage signets with a quick recharge on a character that's armored almost as good (if not better) than a warrior, so it's pretty durable. Last Shards run with my guild we brought two of these and cleaned up pretty easily.

Fionn Falaich

Fionn Falaich

Academy Page

Join Date: May 2007

Thanks, guys, got it tonight. Got Fendi's Staff and a diamond for my efforts. Didn't do anything very different from last night, except I put Divine Healing and Revealed Hex on each of my heroes, and I went as a hybrid earth-KD/fire/pve ele (lol-just like old times? ). Breezed through everything until the boss. Patience at the boss, careful pulling across the bridge, and flagging the H/H apart. Okay, I admit, plus a cons set at the boss, which allowed me to pull without continually getting killed in the process. Whatever, it's done. One hour to get to the boss room, 55 more minutes to kill him. :/

Here's my take on this dungeon in HM: levels 1, 2, and 3 = easy with an effective build and even only a little practice, very doable, somewhat entertaining (except for the cemetary room on level 2, which still gave me some problems). Boss = a little silly...well, okay, just plain absurd. If it weren't for the absurd boss encounter, this dungeon in HM would be one that I'd return to just for fun. As it is, not so much.

Anyway, thanks again. I may try that Artificer Mesmer sometime, it looks like fun.

cellardweller

cellardweller

Likes naked dance offs

Join Date: Aug 2005

The Older Gamers [TOG]

Fendi himself is not an issue as he can be countered by standard anti-boss methods such as daze/knockdown - the bigger problems come from the sudden spike from having 8 rits/archers spawn suddenly and unload their strongest attacks on your mid/backline. This latter effect is counterable by microing your heroes - just before you kill the physical form fendi, put down a ward against elements and just as the ghost form ends, hit shields up/aegis/defensive anthem/whatever.

Fionn Falaich

Fionn Falaich

Academy Page

Join Date: May 2007

You can't mean [[Aegis]], though, correct?... party-wide enchant = party-wide pain, because of Fendi's [[Desecrate Enchantments]], no?

The other skills I agree would be effective, but it seems that you would need at least 2 players plus 6 heroes to get a W or P on heroes for those skills. With one player and 3 heroes and 4 hench, it seems that there wouldn't be an opportunity to have one of the heroes with a primary or secondary W or P. Mo/Me seems to be the best profession allocation for the three smiting heroes, to take advantage of [[Mantra of Inscriptions]] and hex removal like [[Revealed Hex]] or [[Inspired Hex]]. Granted, having three smiting heroes is an assumption that might not always be necessary, but it is incredibly effective for the rest of the dungeon.

In any event, by pulling Fendi and his/her Soul across the bridge, I did not have to fight the Crewmen at all - ever. The Crewmen are very dangerous. The Archers, not so much. Yes, it takes much longer than it should to do it that way, but, going with H/H, with three Mo/Me smiting heroes and four hench, I can't see any effective way to take on Fendi and Soul of Fendi straight up, with their various spawns, in Fendi's own room, without pulling them out of their room and away from their spawns. I'd be interested to hear of any efficient way both to get to Fendi and to kill him with just H/H, without repeated wipes at the boss - other than taking a very long time to pull, kil Fendi, damage Soul of Fendi a little, have him run away, and repeat. I have thought about trying to body-block Fendi and Soul of Fendi on the bridge, so he can't escape back to his room, but I'm not sure about where his minions would spawn if I did that. Multiple real people would help with that, but it may also be possible with H/H. I'm just not sure where his minions would spawn.

Anyway, thanks again, and best of luck.

davehall

davehall

Lion's Arch Merchant

Join Date: Nov 2005

NA

W/Mo

For me the key to defeating Fendi Nin and Soul of Fendi Nin in HM was using the bridge and positioning my party on the bridge so Fendi ends up near or next to the flame turrets when we battled him. (This strategy is outlined in the wiki for the dungeon.)

I used 4 sets of consumables to get my H/H party (me, 3 smiting hero monks, Lina, Mhenlo, Zho, Cynn) down to the 3rd level, only to wipe 3 times in Fendi's room. My party ended up with -60 dp and consumables depleted, Soul of Fendi Nin's health was still at about 75%. I decided to play it safe and pull the archers over the bridge then take on Fendi.

Luck would have it, I managed to pull Fendi instead and he stayed near the flame turrets even after defeating Soul of Fendi Nin a few times. After a couple more wipes and 4 cup cakes later I wore Soul of Fendi Nin down and finally defeated him all-together.

If I had to do this quest over again, I would definitely bring something to removed party DP (e.g. Powerstone of Courage) and equip my each of my smiting monks with a condition remover.

legacyofkain85

legacyofkain85

Krytan Explorer

Join Date: Sep 2006

Lady Ainowa

i used a 600hp+smiter to do the entire shards of orr hm and nm ,altho its quite easy to get passed the mobs in the levels ,Fendi Nin isnĀ“t so easy to beat it takes some time,it helps to lure him in the 2 flame jets to

Francis

Frost Gate Guardian

Join Date: Jun 2005

So after my 2nd attempt, I managed to beat this HM dungeon H/H and with no consumerables. My team consisted of 4 Ray of Judgement users, myself included, coupled with other Smiting skills, such as Bane and Castigation Signet, and Smite Hex and Condition. I also used Edge of Extinction which really helped to finish any Undead which Ray did not, along with Union, Shelter, and Displacement which gave my team a few seconds of invulnerability. For Henchmen I used Herta and Cynn, mainly for range reasons, but the Wards helped too.

Using this team, you should finish the 1st level without a scratch, and with 7-10% morale, depending on how many groups you killed. You can skip many of the Undead groups, but even if you don't, it's not like they are difficult to kill. All you have to do is cast your Rituals, check-off Ray on your heros, target an Undead near the front and center of the group, and charge.

The 2nd level should be easy as well, except for the part where you face the Shock Phantoms with the Enchanted melee. However, luring them out of the graveyard and into the hall where the torch is may split the group up, and you may take them out one at a time. A few of my H/H died here, but as long as you can kill 1-2 at a time, you should be fine.

The other, and most difficult part of the dungeon is without doubt the boss. I wiped countless times here, and was wholeheartedly surprised that I didn't get kicked out of the dungeon. I found that luring the boss and his archers near the fire sentries in front of the bridge, or onto somewhere around the bridge itself really helped, as the archers will sometimes kill themselves walking into the fire, and the boss will wound itself quite severely. Taking down the archers was easy with my lone skill bar, so I did not have to risk having my H/H run up to it and aggro everything. For the boss, I flagged the H/H behind me and attacked it myself, saving me the trouble of having to deal with AOE damage. When the boss is almost down, I manually casted my heros Rituals and unflagged them, so they may attack the ethereal form. If any Crewman spawn near the boss, they should be a push over with Ray. After attacking the ethereal form for a few seconds, I ran back behind the bridge, or into the posioned hallway and waited for his corporeal form to return. After repeating this procedure a few times, he was gone for good. Inauspiciously, I forgot to bring Pain Inverter, but apparently it wasn't too necessary.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

Quote:
Originally Posted by Francis
<snip> Nice lookin' job. I'm assuming you used Smiting runes for your Monks to get the most power out of RoJ.

I'm curious why you decided to use Razah instead of Tahlkora.

Francis

Frost Gate Guardian

Join Date: Jun 2005

Quote:
Originally Posted by Shayne Hawke
Nice lookin' job. I'm assuming you used Smiting runes for your Monks to get the most power out of RoJ.

I'm curious why you decided to use Razah instead of Tahlkora. Well, putting runes on the heros would have been the smart thing to do, but that slipped my mind, and they weren't actually equipped with anything other than what they came with.

Razah is there instead of Tahlkora simply because he's my favorite hero. I usually run Sabway so he doesn't get to do much, so I thought I'd use him there.

isildorbiafra

Krytan Explorer

Join Date: Aug 2007

The Netherlands

W/

I was a w/m running light of deldrimor, ursan blessing, judges insight. This is what i used: Sabway heavy melee version; henchies; heal, prot monk; fire and earth eles. The ss also set up with judges insight.

Got to Fendi with 0dp. Flag hero's on bridge. Pull fendi to flame turrets. Cast JI, LoD, Ursan and attack. Make shure your party is within agro range for full benefits. As soon as he spawns his goonies, hit ursan rage to interupt all of them and have them agro only you. When the archers spawn retreat, rinse and repeat. Killed findi with only one whipe! Easy peasy!

jeppe986

Ascalonian Squire

Join Date: Apr 2008

Denmark

Scions Of Carver[SCAR]

N/

I did this with a team of 8 people with SoJ, It worked fine, was hard at boss, but it worked. Worth a try.

Hugh Manatee

Hugh Manatee

Jungle Guide

Join Date: May 2007

Nice But Deadly[nice]

N/

About the fendi fight, give one hero(or yourself since you have to micro it anyway) [Word of Censure] [Glyph of Lesser Energy] and a few smiting signets, and sort of micro it. It will be able to continually slam both of fendi's forms till it's at low health. If one of your guys in a Mo/N with blood rit, you can just continually blast him.

Fionn Falaich

Fionn Falaich

Academy Page

Join Date: May 2007

Quote:
Originally Posted by Hugh Manatee
About the fendi fight, give one hero(or yourself since you have to micro it anyway) [Word of Censure] [Glyph of Lesser Energy] and a few smiting signets, and sort of micro it. It will be able to continually slam both of fendi's forms till it's at low health. If one of your guys in a Mo/N with blood rit, you can just continually blast him. Aaahhh, I like this idea. With you as any caster, especially an ele, which I am, taking these on your own bar with three smiting heroes (I like RoJ heroes with other signets), this seems like it would allow loads of quick damage to Fendi. The hardest fight then would be in the cemetary on level 2, but this should do adequately there, too. Many thanks!

cyber88

Lion's Arch Merchant

Join Date: Oct 2006

lol. yea. 1 water snare & 4 RoJ (i play a monk primary & i m the 1 carry the snare) will pwn any group u face in SoO. the exception will be fendi. bring spammable smite skills like RoD, judge intervention for fendi. u should do fine.

Engage

Engage

Indeed

Join Date: Sep 2007

At the end, the goal is to pull Fendi away from the last place his Soul died. Where his Soul died last is where the Damned Crewmen spawn when you kill Fendi again. Pull him quite some distance because when you kill Fendi again and his Soul spawns you will have a little bit of time to damage him and he will scurry away doing very little harm to the team. This makes it much easier at the end but it takes quite some time.



Make sure you know the drill. Don't kill Fendi where his Soul died last. The Soul will scurry back and die on its own. Let it!!!!


Anyways, hopes this helps.

Almost forgot to mention, no consumables whatsoever. If done right, this method works great.

Teutonic Paladin

Wilds Pathfinder

Join Date: Feb 2006

TW

W/

I did this as a W/D Dragon Slasher with Heart of Holy Flame to deal holy damage. I tried this many, many times with smiters and couldn't do it and eventually took a E/Mo RC Warder. The Element War helped against the ele spikes and the RC kept me clean for SY spam.

Coney

Coney

Wilds Pathfinder

Join Date: Aug 2008

I brought a lot of shamrock ale, 4-leaf clovers and pumpkin cookies for this. No other consumables. Used 20 clovers and 35 cookies (mostly wasted cookies for sweet points). Used the following ranger build:
[build=OgoTY1LmZSV8xIXcxY8SuE7A6AA]
with 3 smiter monk heros all using same build:
[build=OwUVIsR2GHDvxnhSs+UfXSEwDgGB]
and int ranger, earth ele, prot and healer monk henchs.

Most problems I had were with heavy ele undead groups (4-5), the lvl2 cemetery with enchanted/undead, and the finale (of course - wtf, so annoying just killing each 2 over and over). Took me 180 drunkard points to complete, LOL!!!

If I had to do over again, I think I'd run the following smites:
1:
[build=OwYUk024Y4N+MUi1n67SQGvC0IA]
2&3:
[build=OwUUMOH/SoN+MUi1n67SiABk6BA]