I mean come on, it's nuts in parts and the charr take no damage at times! You know it's bad when you don't even hear people offering to run it. And after all the work to complete it, trash comes out of the chest.
Okay, now tell me how easy it is and how to do it. I've beaten it before, but it's been a while and I think they made it harder.
Veiled Threat : Where the devs having a really bad week?
Enchanted Warrior
IronSheik
Well...a human prot works wonders here. That along with a full healer+ support should provide ample healing. Imbagon if you want easiness, with heroes it can be hard, I had to bring armor of salv on each level when I did it
Enchanted Warrior
Yeah, last time I went through a lot of shamrocks LOL If I remember correctly my SS necro character had the best run through, when the charr casters and ranged grouped up, ss tore them a new one. If the devs would learn that degree of difficulty is not the same as making something challenging. But to be fair the AI is not very sophisticated. Any attempt at making something challenging is negated when a perma can dance around and get past practically everything.. it's just ridiculous.
uzumaki
Hey, i don't remember having any problems with it in HM. I used standard discord heroes and a moebius/dealth blossom/SY sin. I did this a while back, 6 months or so. Im not sure if they made it harder since then but i still see the occasional rit offering runs.
This dungeon has a lot of physicals in it. Pack a lot of anti melee, weapon of warding/aegis/weakness/shadow of fear etc + some hex removal/anti blocking if you are bringing melees. General strategy is to simply pull, pre warding/prot, call and let the minions and heroes do the work. Keep blurred vision/faintheartedness off melees and if possible interrupt meteor showers (bring an interrupt/kd) or use interrupt heroes or if you have SY, time it when MS hits and its not that dangerous.
Only problem i can see would be from the oozes with RoJ since it got a major buff. Pain inverter would kill them seconds and the daze hero will work wonders.
Hope this helps!
This dungeon has a lot of physicals in it. Pack a lot of anti melee, weapon of warding/aegis/weakness/shadow of fear etc + some hex removal/anti blocking if you are bringing melees. General strategy is to simply pull, pre warding/prot, call and let the minions and heroes do the work. Keep blurred vision/faintheartedness off melees and if possible interrupt meteor showers (bring an interrupt/kd) or use interrupt heroes or if you have SY, time it when MS hits and its not that dangerous.
Only problem i can see would be from the oozes with RoJ since it got a major buff. Pain inverter would kill them seconds and the daze hero will work wonders.
Hope this helps!
wire dawg
this dungeon can be ran u just not seeing people offer it and there is a high end item that does come from the end chest
legacyofkain85
just do it the easy way,600+smiter.Ask a guildie,friend to run it or pay for a run.
Gigashadow
I just H/H'd this tonight in HM, and yeah it was quite a pain. Much more annoying than Shards of Orr HM actually, which is supposedly one of the more difficult ones.
What made it difficult is the RoJ harpies, because henchmen and heroes do not move out of it, and while I can move them manually, there are a lot of Jesus beams to dodge, not to mention Smite Hex and Smite Conditons flying around.
The final boss fight itself was an anticlimax and was a complete joke.
What made it difficult is the RoJ harpies, because henchmen and heroes do not move out of it, and while I can move them manually, there are a lot of Jesus beams to dodge, not to mention Smite Hex and Smite Conditons flying around.
The final boss fight itself was an anticlimax and was a complete joke.
disarm76
Take an hero with smiting skills. Done today, had a little problem with the end boss, party-wipe like four times.
A good trick is either flagging the heroes behind a wall and blocking enemies on the corner OR flagging the heroes and pull the enemies and stand just outside of aggroing your heroes (The enemies wont go for the heroes and the heroes can take one step ahead and heal you / cast on enemies.)
A good trick is either flagging the heroes behind a wall and blocking enemies on the corner OR flagging the heroes and pull the enemies and stand just outside of aggroing your heroes (The enemies wont go for the heroes and the heroes can take one step ahead and heal you / cast on enemies.)
Sacratus Ignis
Rragars can be run easily by a 3 man 600 team. Can also be done in under 15mins total with 2 sins, a UA, bonder, and 4 CoPs. Very little you actually need to kill before you run to the next floor.
If you are doing it balanced way h/h, MM is an absolute must. Imbagon works wonders if you happen to be a para or can bring a friend. Ebon sniper = win against the prophets also, and once they are down, if you have frozen, it's easy picking off the others. If you cant take an imbagon, an icy veins necro with prot skills like PS, SB, SoA, Aegis helps a ton too.
If you are doing it balanced way h/h, MM is an absolute must. Imbagon works wonders if you happen to be a para or can bring a friend. Ebon sniper = win against the prophets also, and once they are down, if you have frozen, it's easy picking off the others. If you cant take an imbagon, an icy veins necro with prot skills like PS, SB, SoA, Aegis helps a ton too.
Jeydra
Sac why do you say MM is an absolute must? Last time I did it I tried going without a dedicated MM since I remembered the dungeon had RoJ in constricted areas - wouldn't that wipe out minions in short order? Although of course I had major problems with the dungeon ...
Sacratus Ignis
??iljo
I hate those 2 nec bosses near the end. Its always a wipe or 2 near them.