The Hitchhiker's Guide To EOTN Dungeons
07moj
Hey guys, this is Monster Expert, publishing a guide to EOTN Dungeons, whether they be HM or NM.
Okay, so let's start easiest first.
Fronis Irontoe's Lair in NM:
Skill 1 is your friend, make sure you spam it to get the least number of KO's. Make sure you equip your knuckle braces
In HM:
Thunderfist's Brass Knuckles are your friend. Go get 'em on another character, fit it out with an elemental dagger tang and it's a pushover.
Special Notes:
This dungeon can be chestran for things.
Ooze Pit in NM:
Ooze don't leave corpses, so do NOT bring an MM. Otherwise that's one hero wasted because of you being a complete dope. Now, what I would do for y'all, is to bring a SandStorm Warder (also known as an SS warder), or Unsteady Ground. I'd also bring nukers, seeing as the ooze multiply and they bunch up. At the end with the three Prismatic Oozes, what I would personally do in NM is to aggro them, and kill them as soon as possible, without killing the Hulking oozes to spawn the 6 oozes left after that mess.
In HM:
Please do NOT bring a nuker - as far as my knowledge goes nukers are TERRIBLE DPS in HM, in most areas anyhow. A P/W anthem would be quite useful, and a SS warder would be a useful asset. Otherwise, bring discordway with a conset.
Snowman's Lair in NM:
Terribly easy, just bring 2 MMs, a healer, your henches and it's a complete PUSHOVER. No tips needed.
In HM:
I would bring your average build. Just watch out and bring Aegis. Other than that, you may want to use Xinrae to counter the snowmens' skills.
More to come...
Hey guys, I haven't got a lot of experience with dungeons but I WILL practice and improve this guide so tips and contributions are appreciated.
Okay, so let's start easiest first.
Fronis Irontoe's Lair in NM:
Skill 1 is your friend, make sure you spam it to get the least number of KO's. Make sure you equip your knuckle braces
In HM:
Thunderfist's Brass Knuckles are your friend. Go get 'em on another character, fit it out with an elemental dagger tang and it's a pushover.
Special Notes:
This dungeon can be chestran for things.
Ooze Pit in NM:
Ooze don't leave corpses, so do NOT bring an MM. Otherwise that's one hero wasted because of you being a complete dope. Now, what I would do for y'all, is to bring a SandStorm Warder (also known as an SS warder), or Unsteady Ground. I'd also bring nukers, seeing as the ooze multiply and they bunch up. At the end with the three Prismatic Oozes, what I would personally do in NM is to aggro them, and kill them as soon as possible, without killing the Hulking oozes to spawn the 6 oozes left after that mess.
In HM:
Please do NOT bring a nuker - as far as my knowledge goes nukers are TERRIBLE DPS in HM, in most areas anyhow. A P/W anthem would be quite useful, and a SS warder would be a useful asset. Otherwise, bring discordway with a conset.
Snowman's Lair in NM:
Terribly easy, just bring 2 MMs, a healer, your henches and it's a complete PUSHOVER. No tips needed.
In HM:
I would bring your average build. Just watch out and bring Aegis. Other than that, you may want to use Xinrae to counter the snowmens' skills.
More to come...
Hey guys, I haven't got a lot of experience with dungeons but I WILL practice and improve this guide so tips and contributions are appreciated.
fenix
A good build for Oola's Lab is;
Dslash War with SY
ANY SLOT
Rit w/ Splinter/Ancestors/Offering of Spirit
Spiteful Nec
Savannah Ele/SF Ele
Savannah Ele/SF Ele
WoH/HB
ANY SLOT, doesn't have to be monk
Dslash War with SY
ANY SLOT
Rit w/ Splinter/Ancestors/Offering of Spirit
Spiteful Nec
Savannah Ele/SF Ele
Savannah Ele/SF Ele
WoH/HB
ANY SLOT, doesn't have to be monk
Crystal Lake
I have found some useful ideas here, but I don't know what some of the builds are. Or are they just certain skills?
SandStorm Warder
elemental dagger tang
P/W anthem
Dslash War with SY
Spiteful Nec
WoH/HB (know this is Word of Healing and Healing boon, but always bring those any how - but how to use with what build?)
In other words - not enough detail. Such a guide would be very, very useful, but don't assume everyone knows what these things are. Real builds would be very helpful. (I'll post the sandstorm build I used on Vekk when I get home.)
SandStorm Warder
elemental dagger tang
P/W anthem
Dslash War with SY
Spiteful Nec
WoH/HB (know this is Word of Healing and Healing boon, but always bring those any how - but how to use with what build?)
In other words - not enough detail. Such a guide would be very, very useful, but don't assume everyone knows what these things are. Real builds would be very helpful. (I'll post the sandstorm build I used on Vekk when I get home.)
Richardt
Such a guide would be useful, but incredibly long. I'll throw my 2 cents in for some generic advice-including builds would just bog the entire thing down (and my guild doesn't use specific builds-normally it's just a grab bag). This will also be for HM as NM....is well...NM.
Ooze Pit: [[protective spirit] is your friend. Interupts are also nice. Physical damage vs. the end boss can be troublesome, but it is doable. Degen is highly recommended, but DON'T USE AOE ON THE END BOSSES! Once you kill one, more will spawn. If you're not careful, you'll end up with all 3 bosses dead, and about 40 oozes to wade through. Best to kill one, quickly kill the spawns before they multiply and move on.
Cathedral of Flames: Lots of undead and enchanted weapons here. Things like [[guardian], [[defensive anthem], and [[aegis] are good for the enchanted. [[protective spirit] for the undead spikers help also. For Murakai, a BHA ranger does wonders.
Rrager's Manegerie: [[ebon vanguard assassin support] is your friend. You'll also need to deal with Charr rezzers: either [[frozen soil] or kill the rezzers (dominators and avengers). The Flameshielders will also be troublesome, so bring enchant removal like [[rip enchantment]. For Rrager and his pet, have someone able to remove Mark of the Master-getting hit with a 300+ spear attack from Hidespliterr sucks.
Catacombs of Kathandrax: BHA is your friend! Lots of elementals down here. Also bring things to remove burning and something to reduce the elemental damage. On the third floor, the becalmed djinns are annoying-if you can get away without killing one, kudos! But we also kill the first available one and just wade through the monsters. You'll want some blocking skills for your monks as they like to interupt.
Darkrime Delves: Go go [[protective spirit]! Anti KD is also useful, but it's best to also have alot of damage negation and anti physicals. If you bring a mesmer [[empathy] will tear up those Jotun.
Anvil of Dragimar: AoE is useful here. Also blocking for the dervish thingies as they can and will hit for 200 pts. of damage. For the end boss, BHA is nice, but not needed. I'd bring [[pain inverter] for the avalanches.
Frostmaws Burrow: I hate this one with a passion. Best advice-anti KD, [[protective spirit] and LOTS of hex removal.
Oola's Lab: Anti physicals are nice. Also watch out for the [[lightning orb] that gets thrown about.
Arachni's Haunt: Massive AoE ftw! [[spiteful spirit], [[savannah heat], [[rodgort's invocation]-just to name a few. MM would be of great boon down here.
Bloodstone Caves: Another [[protective spirit] needed dungeon. Just kill the enchanthed scythes first, then the forge masters-the shields don't do much and can be ignored.
Bogroot Growthes: Take Giriff's war-much easier to fit the memser boss at the end. Minor hex removal is recommended, but you can get by without it. Kill the rit toads first, then the paragon ones (I forget their names). For the boss, just pull carefully and kill the surrounding groups first. A MM is also nice here.
Shards of Orr: [[heart of holy flame]! Also, [[avatar of melandru] dervs with this skill will clean up. You'll need to watch the blindness and the earth spikes. Basically, massive holy damage will win the day. For Fendi Nin at the end, watch your enchantments when fighting his/her physical form!
Others can add to the ones I didn't mention
Ooze Pit: [[protective spirit] is your friend. Interupts are also nice. Physical damage vs. the end boss can be troublesome, but it is doable. Degen is highly recommended, but DON'T USE AOE ON THE END BOSSES! Once you kill one, more will spawn. If you're not careful, you'll end up with all 3 bosses dead, and about 40 oozes to wade through. Best to kill one, quickly kill the spawns before they multiply and move on.
Cathedral of Flames: Lots of undead and enchanted weapons here. Things like [[guardian], [[defensive anthem], and [[aegis] are good for the enchanted. [[protective spirit] for the undead spikers help also. For Murakai, a BHA ranger does wonders.
Rrager's Manegerie: [[ebon vanguard assassin support] is your friend. You'll also need to deal with Charr rezzers: either [[frozen soil] or kill the rezzers (dominators and avengers). The Flameshielders will also be troublesome, so bring enchant removal like [[rip enchantment]. For Rrager and his pet, have someone able to remove Mark of the Master-getting hit with a 300+ spear attack from Hidespliterr sucks.
Catacombs of Kathandrax: BHA is your friend! Lots of elementals down here. Also bring things to remove burning and something to reduce the elemental damage. On the third floor, the becalmed djinns are annoying-if you can get away without killing one, kudos! But we also kill the first available one and just wade through the monsters. You'll want some blocking skills for your monks as they like to interupt.
Darkrime Delves: Go go [[protective spirit]! Anti KD is also useful, but it's best to also have alot of damage negation and anti physicals. If you bring a mesmer [[empathy] will tear up those Jotun.
Anvil of Dragimar: AoE is useful here. Also blocking for the dervish thingies as they can and will hit for 200 pts. of damage. For the end boss, BHA is nice, but not needed. I'd bring [[pain inverter] for the avalanches.
Frostmaws Burrow: I hate this one with a passion. Best advice-anti KD, [[protective spirit] and LOTS of hex removal.
Oola's Lab: Anti physicals are nice. Also watch out for the [[lightning orb] that gets thrown about.
Arachni's Haunt: Massive AoE ftw! [[spiteful spirit], [[savannah heat], [[rodgort's invocation]-just to name a few. MM would be of great boon down here.
Bloodstone Caves: Another [[protective spirit] needed dungeon. Just kill the enchanthed scythes first, then the forge masters-the shields don't do much and can be ignored.
Bogroot Growthes: Take Giriff's war-much easier to fit the memser boss at the end. Minor hex removal is recommended, but you can get by without it. Kill the rit toads first, then the paragon ones (I forget their names). For the boss, just pull carefully and kill the surrounding groups first. A MM is also nice here.
Shards of Orr: [[heart of holy flame]! Also, [[avatar of melandru] dervs with this skill will clean up. You'll need to watch the blindness and the earth spikes. Basically, massive holy damage will win the day. For Fendi Nin at the end, watch your enchantments when fighting his/her physical form!
Others can add to the ones I didn't mention
payne
Quote:
Originally Posted by Richardt
Ooze Pit: [[protective spirit] is your friend. Interupts are also nice. Physical damage vs. the end boss can be troublesome, but it is doable. Degen is highly recommended, but DON'T USE AOE ON THE END BOSSES! Once you kill one, more will spawn. If you're not careful, you'll end up with all 3 bosses dead, and about 40 oozes to wade through. Best to kill one, quickly kill the spawns before they multiply and move on.
also [skill]edge of extinction[/skill] works wonders here - just kill an ooze - seeming as they split into 2ooze at 1/2 hp it murders an entire mob in one go....EoE with barrage ranger = overkill ^^
fenix
For the Ooze, just take out the Earth ones first, and don't stress about the others, they're almost completely useless. Just make sure you zerg the Earth ones fast.
Richardt
Should also be mentioned when facing volatile oozes, it's best to have one person go in with prot. spirit and let all them blow up on that target.
N1ghtstalker
get a longbow for pulling cuz aggro is your best friend in some dungeons