how would you all rate vanquishing from 1-15 (I think thats how many there are) 1 being the hardest.
I don't know about exacts since I never completed the whole thing, but i imagine Sacnoth valley and asuran territories with Dinos are the harder ones?
Rating GWENS hardest vanquishes
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Aside from Arbor Bay, its been quite a long time since i've vanquished an EOTN area, but off the top of my head I found Sparkfly Swamp to be annoying with the raptors and whatnot. Out of all of the campaigns I have a definate place that I hate vanquishing, and that would be the area right outside ruins of Surmia. I still rage when I think about all those stupid healing grawl.
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I hero henched all three charr areas.
mhenlo for healing, then cynn talon and devona, then i myself was running a imbaogn, with 3 heroes one as a mm another as a healer and then another as a Sig of judgement build i made myself that has good damage and can heal for 160hp + the damage negation just from reversal of damage and never runs out of energy. if you are not on an imbagon switch out devona for the protter henchy
mhenlo for healing, then cynn talon and devona, then i myself was running a imbaogn, with 3 heroes one as a mm another as a healer and then another as a Sig of judgement build i made myself that has good damage and can heal for 160hp + the damage negation just from reversal of damage and never runs out of energy. if you are not on an imbagon switch out devona for the protter henchy
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My most hated squish was the one with the boss ceratadon. I forget where he is, but I hated that one. As well as all the rit monkeys. Hate those.
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God speed >_<
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This would be Riven Earth. Did that one a couple days ago without too much difficulty. Sacnoth probably takes the cake for the most challenging.
The Charrlands can't be that hard, because in every area, you'll get a change to have a Siege Devourer that can blow up tons of stuff. Past that, I'd say the mobs in the Asuran areas deal more with spike damage and the Norn areas dealing with pressure damage. The spikes are probably that much more deadly in HM, so I'd probably rate those areas with the highest difficulty in comparison.
I have H/H everything. The Charr areas were the hardest, because of the chain rezzing and multiple healers; you need to know which mob types carry the rezzes. The monk boss and his large entourage in Grothmar Wardowns will be a pain for you. Even though it will cost you points, I suggest you head there first and make sure you can kill him, otherwise you will waste 45 minutes if you clear everything else on the map and are unable to kill him last.
Sacnoth Valley requires careful pulling in the burning forest, due to patrols and huge amounts of incoming AOE fire damage from even a single mob. There are a couple of somewhat annoying bosses, but mainly it's just a long clear. There's nothing as hard as Grothmar's monk boss in here.
The build you use will make a huge difference to how easy it feels, though. About a year ago I was using Sabway, and while that works, it got a little dicey. These days I'm using my own creations that work much better for me. For example, one of my heroes is an Rt/Me aoe interrupter that really makes those annoying casters (whether they are healing, rezzing, or AOEing) so much easier to deal with.
This weekend I ran in and vanquished Sacnoth Valley, Dalada Uplands, and Grothmar Wardowns and it certainly felt like a cakewalk compared to when I did them last year, and I think this is mainly due to build.
I don't use the devourer (but I used to last year), because I don't find it fun, and I actually kill faster and more consistently without it. But you might want to use it; nuke from range, then run in and AOE knock down.
Sacnoth Valley requires careful pulling in the burning forest, due to patrols and huge amounts of incoming AOE fire damage from even a single mob. There are a couple of somewhat annoying bosses, but mainly it's just a long clear. There's nothing as hard as Grothmar's monk boss in here.
The build you use will make a huge difference to how easy it feels, though. About a year ago I was using Sabway, and while that works, it got a little dicey. These days I'm using my own creations that work much better for me. For example, one of my heroes is an Rt/Me aoe interrupter that really makes those annoying casters (whether they are healing, rezzing, or AOEing) so much easier to deal with.
This weekend I ran in and vanquished Sacnoth Valley, Dalada Uplands, and Grothmar Wardowns and it certainly felt like a cakewalk compared to when I did them last year, and I think this is mainly due to build.
I don't use the devourer (but I used to last year), because I don't find it fun, and I actually kill faster and more consistently without it. But you might want to use it; nuke from range, then run in and AOE knock down.
ApolloSmile already said it, I would vote for Arbor Bay in EOTN, too. It probably still is, even after they fixed the bugged Incubus whatever it was spawn that required a ton of Splinter Barrages and MoPping.
Ruins of Surmia wins the pot, with low Vanguard rank it is even harder. Not so much because of Charr, but the Grawl Healers outside of Surmia were really amazing. I switched my Rangers to R/P Packhunters and brought Livia as N/Rt to support my own Necro (SS) there. The small 4-6 Ascalon areas are in general the hardest ones.
My first HM experience in GW ever was Fort Ranik in HM. I really learnt to appreciate the value of pets, minions and evasive stances. Plus putting tons of Hexes and Mass Weakness on enemy mobs.
But well, with the veritable list of dope available from crafters, Nicholas, Zaishen Chests and all that summoning stones we get in excess, I think they take away the few moments where you really had to try a bit harder.
Ruins of Surmia wins the pot, with low Vanguard rank it is even harder. Not so much because of Charr, but the Grawl Healers outside of Surmia were really amazing. I switched my Rangers to R/P Packhunters and brought Livia as N/Rt to support my own Necro (SS) there. The small 4-6 Ascalon areas are in general the hardest ones.
My first HM experience in GW ever was Fort Ranik in HM. I really learnt to appreciate the value of pets, minions and evasive stances. Plus putting tons of Hexes and Mass Weakness on enemy mobs.
But well, with the veritable list of dope available from crafters, Nicholas, Zaishen Chests and all that summoning stones we get in excess, I think they take away the few moments where you really had to try a bit harder.

