Joko's Domain H/H HM
DokkyDok
I've been having quite the annoying time with this one, especially with the boss in the middle area. Any tips for a monk for this area?
TheodenKing
One of, if not THE toughest area to vanquish in NF.
[frozen soil] helps against the acolytes and cavaliers.
[scourge healing] helps.
[mark of subversion] helps.
[vocal minority] helps against the cavaliers.
If you can get soil down, then put the hexes on the cavaliers (but use [mark of subversion] on the acolytes), you can kill the cavaliers before soil goes down. The acolytes will often kill themselves trying to save the cavaliers. If they fail to do so, finish them off next. The rest of them are wimps without the rezzers.
[frozen soil] helps against the acolytes and cavaliers.
[scourge healing] helps.
[mark of subversion] helps.
[vocal minority] helps against the cavaliers.
If you can get soil down, then put the hexes on the cavaliers (but use [mark of subversion] on the acolytes), you can kill the cavaliers before soil goes down. The acolytes will often kill themselves trying to save the cavaliers. If they fail to do so, finish them off next. The rest of them are wimps without the rezzers.
Darcryed
Heh, certainly not hard to do, just takes a while.
Bring some skills dealing holy dmg, such as Light of Deldrimor, if you have EotN. As a dervish, I ran a tank with LoD, AoB and Eternal Aura and used them immediately after engaging a mob, weakening it greatly.
Also, I suggest you fight on foot first, then get in the junundu to vanquish the rest of the area, it's way safer and it's almost impossible to get a party wipe at 60% DP while you are in the wurms, even in HM.
Don't forget to bring DP removal in case you get a few deaths.
Bring some skills dealing holy dmg, such as Light of Deldrimor, if you have EotN. As a dervish, I ran a tank with LoD, AoB and Eternal Aura and used them immediately after engaging a mob, weakening it greatly.
Also, I suggest you fight on foot first, then get in the junundu to vanquish the rest of the area, it's way safer and it's almost impossible to get a party wipe at 60% DP while you are in the wurms, even in HM.
Don't forget to bring DP removal in case you get a few deaths.
Productivity
I had no problems at all doing this with the following setup.
[buildprof=Mo/E Prot=12+1+1 div=12+1 ener=0][Shield of Deflection][Reversal of Fortune][Protective Spirit][Shield of Absorption][Aegis][Dismiss Condition][Pain Inverter][GoLE][/build]
[buildprof=W/R swo=12+1 str=9+1 wil=9][Dragon Slash][Sever Artery][Gash][Sun and Moon Slash][Lion's Comfort][For Great Justice][Frozen Soil][Res Sig][/build]
[buildprof=Mo/* smit=12+1+1 div=12+1 heal=3][Judge's Insight][Reversal of Damage][Smite Condition][Smite Hex][Smiter's Boon][Signet of Judgment][Castigation Signet][Resurrection Chant][/build]
[buildprof=N/Mo death=12+3+1 soul=9+1 prot=9][Animate Bone Minions][Death Nova][Jagged Bones][Blood of the Master][Protective Spirit][Aegis][Signet of Lost Souls][Res Sig][/build]
Take Devona, the two eles and Mhenlo.
Against undead on rock, before aggroing get Koss to drop his FS. Then flag everything in front (about half an aggro bubble) of the spirit. Pull the undead yourself, then kill the acolytes and then the cavaliers. Between two JI enchanted warriors, you should be able to kill anything. If FS drops, don't bother trying to put it up again, koss will be too far forward for it to last, just keep hitting the acolytes and eventually you should get in front of them. With 2.5 monks you should be able to keep up your own people indefinately without too many problems.
You don't have to play SoD, it's just my preffered build. Put PI on anything that uses sandstorm, aside from that don't bother with it.
[buildprof=Mo/E Prot=12+1+1 div=12+1 ener=0][Shield of Deflection][Reversal of Fortune][Protective Spirit][Shield of Absorption][Aegis][Dismiss Condition][Pain Inverter][GoLE][/build]
[buildprof=W/R swo=12+1 str=9+1 wil=9][Dragon Slash][Sever Artery][Gash][Sun and Moon Slash][Lion's Comfort][For Great Justice][Frozen Soil][Res Sig][/build]
[buildprof=Mo/* smit=12+1+1 div=12+1 heal=3][Judge's Insight][Reversal of Damage][Smite Condition][Smite Hex][Smiter's Boon][Signet of Judgment][Castigation Signet][Resurrection Chant][/build]
[buildprof=N/Mo death=12+3+1 soul=9+1 prot=9][Animate Bone Minions][Death Nova][Jagged Bones][Blood of the Master][Protective Spirit][Aegis][Signet of Lost Souls][Res Sig][/build]
Take Devona, the two eles and Mhenlo.
Against undead on rock, before aggroing get Koss to drop his FS. Then flag everything in front (about half an aggro bubble) of the spirit. Pull the undead yourself, then kill the acolytes and then the cavaliers. Between two JI enchanted warriors, you should be able to kill anything. If FS drops, don't bother trying to put it up again, koss will be too far forward for it to last, just keep hitting the acolytes and eventually you should get in front of them. With 2.5 monks you should be able to keep up your own people indefinately without too many problems.
You don't have to play SoD, it's just my preffered build. Put PI on anything that uses sandstorm, aside from that don't bother with it.
cataphract
Also, get 4 holy damage wands/staves and equip yourself and your heroes with them once in Junundu. You'll be dealing 80 instead of 40 dmg with auto-attacks.
BigDave
IMO this is definitely the hardest area in NF to vanquish with h/h. After several hours of banging my head against a brick wall i ended up roping in some guildies to help me get it done. There's about 4 undead groups that are an absolute nighmare with h/h. Mass rezzing, spell imune dervishes that hit like a bastard, AoE interrupts, etc...
Holy damage is definitely the way to go but i admitted defeat with h/h. It was either that or risk smashing my PC to peices in a fit of rage. If it's getting to that stage, just leave it
Get human help. It's sooooooo much easier with decent players.
Holy damage is definitely the way to go but i admitted defeat with h/h. It was either that or risk smashing my PC to peices in a fit of rage. If it's getting to that stage, just leave it
Get human help. It's sooooooo much easier with decent players.
PinkD
Quote:
Originally Posted by BigDave
IMO this is definitely the hardest area in NF to vanquish with h/h. After several hours of banging my head against a brick wall i ended up roping in some guildies to help me get it done. There's about 4 undead groups that are an absolute nighmare with h/h. Mass rezzing, spell imune dervishes that hit like a bastard, AoE interrupts, etc...
Holy damage is definitely the way to go but i admitted defeat with h/h. It was either that or risk smashing my PC to peices in a fit of rage. If it's getting to that stage, just leave it
Get human help. It's sooooooo much easier with decent players. Sigh....I vanquished this area last night. Only the last mob with the boss I couldn't kill. Finally I gave up with 58% DP whole party. Very sad I spent to much time and conset for this map. Insane monsters!
Will try again tonight. thanks for the guides above
Holy damage is definitely the way to go but i admitted defeat with h/h. It was either that or risk smashing my PC to peices in a fit of rage. If it's getting to that stage, just leave it
Get human help. It's sooooooo much easier with decent players. Sigh....I vanquished this area last night. Only the last mob with the boss I couldn't kill. Finally I gave up with 58% DP whole party. Very sad I spent to much time and conset for this map. Insane monsters!
Will try again tonight. thanks for the guides above
Joe Fierce
easily the hardest out of all the vanqs imo, as was said, holy dmg, keep your head up don't give up, and contrary to what many say, minions, bAEd in this area, is a waste of time, also, when it comes to a majority of the rock areas you CAN pull them to your heroes that should be readily waiting in wurms ^_^
BigDave
Quote:
Originally Posted by Joe Fierce
also, when it comes to a majority of the rock areas you CAN pull them to your heroes that should be readily waiting in wurms ^_^
That works fine for all but a few enemy groups, if you can have 7 characters waiting in the wurms. Trouble with h/h is that while you can make your heroes stay in their wurms when you get out of yours, you can't make the henchmen stay in theirs only leaving you with 3 wurms on your side. And some of the really tough groups can't be pulled that far, still leaving you with a problem. It doesn't matter if you can easily kill 99% of everything there if you can't get that last 1%.
I would highly recommend getting human help, even if it's just one other person. With 2 humans and 6 heroes you can fully customise the team setup and have a much easier time. With h/h it's extremely hard unless you yourself happen to be an imbagon or SY warrior...or are just lucky. It's only a small handful of the enemies that are the problem. The vast majority of the area is a cakewalk.
I would highly recommend getting human help, even if it's just one other person. With 2 humans and 6 heroes you can fully customise the team setup and have a much easier time. With h/h it's extremely hard unless you yourself happen to be an imbagon or SY warrior...or are just lucky. It's only a small handful of the enemies that are the problem. The vast majority of the area is a cakewalk.
Francis
i actually just vanquished this place earlier this morning with relative ease, finishing with positive moral. i used the following setup:
mo/a: assassin's promise/bane signet/castigation signet/you move like a dwarf!/finish him!/great dwarf weapon/judge's insight/vengeance
--for me, it really helped that i used an offensive build rather than healing, because being able to quickly dispose on a healer or res'er is critical--
and modified sabway. i know people usually say you shouldn't bring hexes, but i loaded up on as many hexes and conditions as possible--reaper's mark, spiteful spirit, reckless haste, enfeebling blood, barbs, and weaken armor--then put discord on my minion master rather than jagged bones for addition damage. i don't think i had any difficulties anywhere with sabway, not even the paragon boss, which i killed without junundu, or the elementalist boss.
obviously i toke devona and gehraz, and put great dwarf weapon and judge's insight on them whenever i could.
mo/a: assassin's promise/bane signet/castigation signet/you move like a dwarf!/finish him!/great dwarf weapon/judge's insight/vengeance
--for me, it really helped that i used an offensive build rather than healing, because being able to quickly dispose on a healer or res'er is critical--
and modified sabway. i know people usually say you shouldn't bring hexes, but i loaded up on as many hexes and conditions as possible--reaper's mark, spiteful spirit, reckless haste, enfeebling blood, barbs, and weaken armor--then put discord on my minion master rather than jagged bones for addition damage. i don't think i had any difficulties anywhere with sabway, not even the paragon boss, which i killed without junundu, or the elementalist boss.
obviously i toke devona and gehraz, and put great dwarf weapon and judge's insight on them whenever i could.
DokkyDok
Thanks for the help. Went with a Smiter's Boon + a pair of Barragers.
GDW + JI was pretty impressive...
GDW + JI was pretty impressive...