I've been working my way through EotN solo for the title, and prior to this build I've found I usually end up popping an essence (as well as other cons) to 'get-er-done'. But this seems to be almost foolproof, and since using it I've yet to wipe on multiple dungeons (saving the hardest ones for last). I only have 2 to go...
Here it is - I run more-or-less sabway vanilla, but convert the curses necro to the following:
[build=OAZDY4pLTvD2BWCfCVCJgVVXDA]
Basically, the elite is the water magic 12 [ward against harm], along with [maelstrom]. I myself bring [barrage] and/or [volley][broad head arrow], as well as [save yourselves]. Haven't had any need to cons since. Still have to do Kathandrax and Frostmaw, but I suspect this will work just as well in those two as it has in the past few...
FWIW, makes cakewalks of most HM stuff... Obviously still bring [pain inverter].
EotN (and other) HM dungeon H/H assist
Coney
lewis91
looks good, vlox's excavations a breeze? im dreading that dungeon.
Lord Of Blame
Seems like you could make better use of an elite since your running [save yourselves], due to the armor bonus cap. Unless it is there as a backup for when save yourselves is down.
Paul Dawg
In HM, Vloxen Excavations is never a breeze. If someone comes up with a hero team that supposedly makes it a breeze, I need to see the bars, cuz otherwise I'd call baloney... I did it with a friend and six heroes, but it wasn't easy.
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Originally Posted by lewis91
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looks good, vlox's excavations a breeze? im dreading that dungeon.
AtomicMew
Vloxen was tough for me too. I basically took 2 discorders MM + healer, VoR and me as SS. H/H.
Pulling was key.
I know people are going to disagree, but I'd say to take out the MM for vloxen and replace it with VoR. Hexes are strong since they don't have hex removal. There are actually only 3-4 really tough mobs, but for those, my minion army just got in the way when I tried to pull and blew up against multiple healers.
Pulling was key.
I know people are going to disagree, but I'd say to take out the MM for vloxen and replace it with VoR. Hexes are strong since they don't have hex removal. There are actually only 3-4 really tough mobs, but for those, my minion army just got in the way when I tried to pull and blew up against multiple healers.
Coney
I already did vloxen a while back as a nub, and I think I ate an essence (or two, forget). Lately I've been micro MM with [arcane echo] and [auro of the lich], manually casting both before and after combat (and sometimes during). Nice to always have 2+ beefy minions and +1 death when going into combat (plus other mesmer spells)...
As to [save yourselves], I don't have enough adrenaline regen to keep it up, so I manual [ward against harm] initially when entering combat... it takes barrage on 3-4 mob at least 3 times to 'get it up'...
Frostmaw down, was cake (just flag and tag) - Kathandrax is all that's left... For most of these dungeons I use maybe 5-8 clovers max, and they're not really needed (but I can use the lucky points LOL)... Cupcakes are nice for pulling tho, definitely recommended.
As to [save yourselves], I don't have enough adrenaline regen to keep it up, so I manual [ward against harm] initially when entering combat... it takes barrage on 3-4 mob at least 3 times to 'get it up'...
Frostmaw down, was cake (just flag and tag) - Kathandrax is all that's left... For most of these dungeons I use maybe 5-8 clovers max, and they're not really needed (but I can use the lucky points LOL)... Cupcakes are nice for pulling tho, definitely recommended.
Jeydra
I'm of opinion that if you are using 5-8 Clovers every dungeon, then the dungeons are exactly cakewalk ... personally I did all those dungeons you mentioned without using Clovers (or Essences) at all, so I'd still stick to my own builds from that.
Also from what I know about the game Ward Against Harm + Maelstrom isn't that useful. Maelstrom maybe - I haven't used the skill much, although I think HM AI either runs out of it too fast or casts too fast for it to be great? - but Ward Against Harm does no good. All it does is add some armor. You can duplicate that with the Vanguard Ward. It adds a ton more armor vs. Fire damage, but against Flowstones and Burning Spirits and stuff, if you're clumping, you're dead anyway. What's the point? I vaguely remember trying to do Forge NM some time ago when I was still pretty bad. Tried buildwars'ing the dungeon and brought Ward Against Harm, but without flagging the Savannah Heat + Rodgort's Invocation + Searing Flames etc quickly overloaded party healing, +60 armor or no +60 armor.
Also from what I know about the game Ward Against Harm + Maelstrom isn't that useful. Maelstrom maybe - I haven't used the skill much, although I think HM AI either runs out of it too fast or casts too fast for it to be great? - but Ward Against Harm does no good. All it does is add some armor. You can duplicate that with the Vanguard Ward. It adds a ton more armor vs. Fire damage, but against Flowstones and Burning Spirits and stuff, if you're clumping, you're dead anyway. What's the point? I vaguely remember trying to do Forge NM some time ago when I was still pretty bad. Tried buildwars'ing the dungeon and brought Ward Against Harm, but without flagging the Savannah Heat + Rodgort's Invocation + Searing Flames etc quickly overloaded party healing, +60 armor or no +60 armor.
AtomicMew
Maelstrom is pretty strong. Combine it deep freeze and it's near complete caster shutdown for 10 seconds.
In fact, if I ever had to do vloxen again, I'd probably take a water hero and manual it, since heroes are retarded
In fact, if I ever had to do vloxen again, I'd probably take a water hero and manual it, since heroes are retarded