Frostmaw's Burrow... alone
SmartBomb
I'm still sorta new to these forums so I assumed I could post this here. Mods feel free to move this anywhere.
Anyway,
Since nobody really does a lfg for Frostmaw's Burrow, I decided I should try it on my own. It will just be me my heros and henchies and I'm hoping to get all the ay through it.
I though I'd just bring a bunch of consumables to keep me going
So my basic questions are:
1) Is this possible?
2) Any particular builds I should have (particularly for a ranger)
3) What heros and henchies would be best?
4) How long would this take?
5) Any other tips?
Anyway,
Since nobody really does a lfg for Frostmaw's Burrow, I decided I should try it on my own. It will just be me my heros and henchies and I'm hoping to get all the ay through it.
I though I'd just bring a bunch of consumables to keep me going
So my basic questions are:
1) Is this possible?
2) Any particular builds I should have (particularly for a ranger)
3) What heros and henchies would be best?
4) How long would this take?
5) Any other tips?
The New Bp
1) Yes
2) I have the power,Apply Poison,Broad Head Arrow The rest is up to u interupts will be ur best friend
3)Hmm not sure
4)1-2 hrs
5) Bring dp Removers n HM and i would suggest getting a guilde to lend you there heros may work out better
Ohh yeah and have fun
2) I have the power,Apply Poison,Broad Head Arrow The rest is up to u interupts will be ur best friend
3)Hmm not sure
4)1-2 hrs
5) Bring dp Removers n HM and i would suggest getting a guilde to lend you there heros may work out better
Ohh yeah and have fun
payne
firstly should be in GWEN section - but your new so meh
CONS ARE NOT NEEDED - waste of cash
ranger as you run something similar to:- [barrage] [savage shot] [volley] [lightning reflexes] [pain inverter] ["I am the strongest!"] [death pact signet] [splinter weapon]
< what I run it's never failed for me
for h/h
2 mes heroes (1 as VoR 1 as HEV) and a MM(jagged bones) with [spirit bond] and [protective spirit]
< none of these need rez
2/3 hex removal on each of mes - one me/mo with [remove hex] 1 me/rt with [warmongers weapon]
hench: 2 monk, earth ele and mes
if you play well you can probs do it HM around 1:05
if your doing NM maybe 45mins???
dunno pends how you play really
but the above bars have never failed in HM so NM should = walk in da park
CONS ARE NOT NEEDED - waste of cash
ranger as you run something similar to:- [barrage] [savage shot] [volley] [lightning reflexes] [pain inverter] ["I am the strongest!"] [death pact signet] [splinter weapon]
< what I run it's never failed for me
for h/h
2 mes heroes (1 as VoR 1 as HEV) and a MM(jagged bones) with [spirit bond] and [protective spirit]
< none of these need rez
2/3 hex removal on each of mes - one me/mo with [remove hex] 1 me/rt with [warmongers weapon]
hench: 2 monk, earth ele and mes
if you play well you can probs do it HM around 1:05
if your doing NM maybe 45mins???
dunno pends how you play really
but the above bars have never failed in HM so NM should = walk in da park
SmartBomb
Awesome! Thanks guys. On more thing, does the chest give better stuff in HM as opposed to NM? or does it not matter?
_Nihilist_
Also, on your Mesmers, think about taking [[Inspired Hex] and/or [[Revealed Hex] to deal with the Monster Skill/Hex [[Wurm Bile]. Since Inspired/Revealed cannot copy a monster skill it has the nice benefit of removing the hex and instantly recharging :O
Lord Of Blame
1. Yes, even in HM it is possible to H/H this dungeon.
2. Don't play a ranger so can't help much here but I'm sure the standard R/Rt splinter barrage should work fine. Bring pain inverter for the worms, hit them with it before they use worm bile and they go down fast.
3. For henchies in NM I would bring Fire, Earth, Prot, and Healer. If your in HM I would bring Blood, Earth, Prot, Healer. The fire henchie is fail in HM but ok in NM. I perfer the blood henchie in HM because she helps the monks with energy, some people like the interrupt ranger henchie in HM but since your a ranger I don't see a need.
For heroes you need to bring at least one monk with plenty of hex removal skills, the worms will hit you with worm bile from time to time and it can easily overwhelm the healers. In fact you could bring 3 monk heroes running Rojway (Ray of Judgement) and put a hex removal skill on all of them, that should make the dungeon super easy. If not then the one monk and 2 ele heroes should work fine. I did it in HM with a 3 necro discord setup, only one of them had hex removal but we still made it. I only had a couple of party wipes that were my fault by running ahead too far and not being aware of the popups.
4. Should be able to do it in 2 hrs or less.
5. Be careful. You may see red dots on the map and right about the time you aggro them you will have 3 or 4 worms popup that you may not have seen and then you may be in trouble. Watch the ground as you move forward, you can see the worms coming because there is a little cloud of dust where they are tunneling. Just take you time and don't rush. You should be fine, it make take a few attempts until you learn where the popups are but once you know then its pretty easy. You should not need any cons even in HM, however until you learn where the popups are you may want to bring some DP removal items like candycanes.
Hope this helps.
2. Don't play a ranger so can't help much here but I'm sure the standard R/Rt splinter barrage should work fine. Bring pain inverter for the worms, hit them with it before they use worm bile and they go down fast.
3. For henchies in NM I would bring Fire, Earth, Prot, and Healer. If your in HM I would bring Blood, Earth, Prot, Healer. The fire henchie is fail in HM but ok in NM. I perfer the blood henchie in HM because she helps the monks with energy, some people like the interrupt ranger henchie in HM but since your a ranger I don't see a need.
For heroes you need to bring at least one monk with plenty of hex removal skills, the worms will hit you with worm bile from time to time and it can easily overwhelm the healers. In fact you could bring 3 monk heroes running Rojway (Ray of Judgement) and put a hex removal skill on all of them, that should make the dungeon super easy. If not then the one monk and 2 ele heroes should work fine. I did it in HM with a 3 necro discord setup, only one of them had hex removal but we still made it. I only had a couple of party wipes that were my fault by running ahead too far and not being aware of the popups.
4. Should be able to do it in 2 hrs or less.
5. Be careful. You may see red dots on the map and right about the time you aggro them you will have 3 or 4 worms popup that you may not have seen and then you may be in trouble. Watch the ground as you move forward, you can see the worms coming because there is a little cloud of dust where they are tunneling. Just take you time and don't rush. You should be fine, it make take a few attempts until you learn where the popups are but once you know then its pretty easy. You should not need any cons even in HM, however until you learn where the popups are you may want to bring some DP removal items like candycanes.
Hope this helps.
Kerwyn Nasilan
HM would give you double end drops, 2 diamonds and 2 other items
Lord Of Blame
No, the end chest has the same drops in NM and HM, however you have a better chance of getting something good in HM because the chest drops 2 items instead of the 1 you get in NM.
http://guildwars.wikia.com/wiki/Frostmaw%27s_Burrows
When opened, the Chest of Burrows spawns 2 items (a lockpick plus a random item) in normal mode and 3 (a lockpick plus 2 random items) in hard mode.
http://guildwars.wikia.com/wiki/Frostmaw%27s_Burrows
When opened, the Chest of Burrows spawns 2 items (a lockpick plus a random item) in normal mode and 3 (a lockpick plus 2 random items) in hard mode.
random.name
I run the dungeon on a daily basis in the hopes of getting that every elusive bow, and can safely say H/H is possible without any doubt.
My group setups is the following:
Rit (Myself). Basically running an AP build.
3 Necro Discordway heroes
1 Fire ele. Kinda weak in HM, but meteor is AoE interrupt for me.
1 Healer hench
1 Interrupt Ranger
1 Devona. Again AoE interrupts.
I do HM in about 2 hours, and I dont use any consumables. Frostmaw does not regenerate health, so you can just keep on rezzing and running there to kill it.
My group setups is the following:
Rit (Myself). Basically running an AP build.
3 Necro Discordway heroes
1 Fire ele. Kinda weak in HM, but meteor is AoE interrupt for me.
1 Healer hench
1 Interrupt Ranger
1 Devona. Again AoE interrupts.
I do HM in about 2 hours, and I dont use any consumables. Frostmaw does not regenerate health, so you can just keep on rezzing and running there to kill it.
cosyfiep
I RARELY play with others and have done this dungeon with multiple characters (mes, rit, ele, monk-smiter, etc) ...usually using a monk (word), mm and ele as my heros, monk, warrior, illusionist and ranger as henchies....
no cons and takes about ~2 hours.
never did it in HM so cant help there.
tips have already been mentioned.
no cons and takes about ~2 hours.
never did it in HM so cant help there.
tips have already been mentioned.
Tenebrae
Quote:
Also, on your Mesmers, think about taking [[Inspired Hex] and/or [[Revealed Hex] to deal with the Monster Skill/Hex [[Wurm Bile]. Since Inspired/Revealed cannot copy a monster skill it has the nice benefit of removing the hex and instantly recharging :O
|
-Use a Rapid Fire + Incendiary Arrows and bring a Paragon with Fire Anthem and "they are on fire" + anthem of weariness. With the 3 NPC physical attacks and chants you will have a great damage reduction ( 33% aprx ) and then comes my second advice
-Bring an SS , insp/revealed hex , Mark of Pain , Barbs ( rest of skills ur choice ).
Since wurms stick together they will die hella fast ( Mark and Barbs on target + 4+ Phys attackers ) and if you block enemies the SS , anthems and your arrows will do the rest.
Btw , watch the ground closely for the rising dust that indicates a wurm is near and have a VERY good AGGRO control ( spread your H&H wide ), the rest is the best advice on dungeons and/or HM : VERY CAREFUL PULLING . GL & HF
SmartBomb
Alright I made it to level 5. Kinslayer apparently keeps popping up only if I'm attacking something else, which makes it twice as difficult. Also she keeps popping up with a Kinslayer spawn and my party dies INSTANTLY.
Is it possible to pull her toward the beacon?
And what's in that room that's guarded off by the doors?
Is it possible to pull her toward the beacon?
And what's in that room that's guarded off by the doors?
ac1inferno
It's worth considering bringing a Barrage ranger with [[Warmonger's Weapon] in order to have wide spread interruption. Also when the Frostmaw Spawns appear, they often appear with 3-4 Frost Wurms at the same location. This strategy can kill them within 30 seconds.
[[Mark of Pain] also works very well on the multiple wurm spawns, while [[Pain Inverter] can near-instantly kill a wurm that managed to get off the Wurm Bile hex.
Also, because there are abundant corpses, I would suggest Sabway or Discordway.
[[Mark of Pain] also works very well on the multiple wurm spawns, while [[Pain Inverter] can near-instantly kill a wurm that managed to get off the Wurm Bile hex.
Also, because there are abundant corpses, I would suggest Sabway or Discordway.
SmartBomb
Quote:
It's worth considering bringing a Barrage ranger with [[Warmonger's Weapon] in order to have wide spread interruption. Also when the Frostmaw Spawns appear, they often appear with 3-4 Frost Wurms at the same location. This strategy can kill them within 30 seconds.
[[Mark of Pain] also works very well on the multiple wurm spawns, while [[Pain Inverter] can near-instantly kill a wurm that managed to get off the Wurm Bile hex. Also, because there are abundant corpses, I would suggest Sabway or Discordway. |
Anyway, I did beat it. I put 3 heros in a line a good distance away from eachother and all the henchies at back. Whenever a hero dies, they would get rez'd right away and then we jsut slowly took off their hp.
Only got an onyx gemnstone and a lockpick
oh well. thanks everyone! I shall be doing it again soon!
random.name
Quote:
Alright I made it to level 5. Kinslayer apparently keeps popping up only if I'm attacking something else, which makes it twice as difficult. Also she keeps popping up with a Kinslayer spawn and my party dies INSTANTLY.
Is it possible to pull her toward the beacon? And what's in that room that's guarded off by the doors? |
If you have [light of deldrimor] equipped you can reveal a secret switch and open that door. its a shortcut to Frostmaw, and if you are carefull you can fight her in a spot where the siege attack of the siege wurms wont hit you.