foundry trio question
moyo_ml
Hi, im trying to do a full run foundry with 600/famine/smiter trio HM with heros, but cant do the quest Foundry Breakout (snakes quest). Its impossible do it with heros or only with real people? Any post/guide/screenshots/video that explain how to do it with trio? I´ve seen many post about killing fury with 600 and how do it, but i cant try it becuase i lose in that quest . Thanks for advice.
Damian979
First off, much easier to do with real people. I wish I had screen shots but I'm just too lazy to hit prnt scrn when I'm doing this run and I'm at work now so...
I start with the last snake first (Yendarsh I think), or the one closest to where the end chest spawns. You want to have your smiter stand a good distance away while the ranger places spirits for bait. The spirits should go in a triangle pattern with the first one about 3/4 of a bubble away from the npc, the 2nd one 1/2 of a bubble away from that, and the 3rd another 1/2 bubble away. The team is going to run north when you take the quest to pull the snake out of harm's way while the mobs get distracted by the spirits.
This is where heroes make it tough. Sometimes the mobs WILL KEEP CHASING THE SNAKE. So it's up to the smiter and ranger to keep running while healing him to get him out of harm's way, which it can be hard to focus on flagging heroes and keeping yourself alive.
2nd snake, I think is Valkyss (been a while since I did this). The mob that spawns for this one is all ele's and mes'. You will see a small building looking thing near some columns (not the one in the center but just west of that). I usually have the ranger plop all 3 spirits near the pile of bones next to that. Same concept, take quest, smiter/ranger run north only for this mob you can usually stick around and kill the whole group while the other 2 pull the snake away.
Last snake, Silzesh. You can do this one first if you want. I just do the other one first because he's closest to where I am when I'm done clearing the room.
This one is done exactly like Yendarsh. Smiter stands away, spirits in a triangle, run north.
This snake is also where this run most often fails. A LARGE group of dementia titans spawn for this one so it's absolutely important that the spirits are not going to block him when he tries to run. Make sure they are spaced out enough so he has a clear path to run through (to the north), but not too much so the titans jump on him first. There is also a good chance that you (the tank) might die in this spawn so make sure you get clear of the mob's intitial spawn point just in case you need a res.
On a side note: when the ranger is placing spirits, he should put QZ last. It has the shortest duration so this ensures it stays up long enough for this to work. Common sense, I know, but I've seen too many rangers drop it first only to have it run out before the snake gets clear.
I start with the last snake first (Yendarsh I think), or the one closest to where the end chest spawns. You want to have your smiter stand a good distance away while the ranger places spirits for bait. The spirits should go in a triangle pattern with the first one about 3/4 of a bubble away from the npc, the 2nd one 1/2 of a bubble away from that, and the 3rd another 1/2 bubble away. The team is going to run north when you take the quest to pull the snake out of harm's way while the mobs get distracted by the spirits.
This is where heroes make it tough. Sometimes the mobs WILL KEEP CHASING THE SNAKE. So it's up to the smiter and ranger to keep running while healing him to get him out of harm's way, which it can be hard to focus on flagging heroes and keeping yourself alive.
2nd snake, I think is Valkyss (been a while since I did this). The mob that spawns for this one is all ele's and mes'. You will see a small building looking thing near some columns (not the one in the center but just west of that). I usually have the ranger plop all 3 spirits near the pile of bones next to that. Same concept, take quest, smiter/ranger run north only for this mob you can usually stick around and kill the whole group while the other 2 pull the snake away.
Last snake, Silzesh. You can do this one first if you want. I just do the other one first because he's closest to where I am when I'm done clearing the room.
This one is done exactly like Yendarsh. Smiter stands away, spirits in a triangle, run north.
This snake is also where this run most often fails. A LARGE group of dementia titans spawn for this one so it's absolutely important that the spirits are not going to block him when he tries to run. Make sure they are spaced out enough so he has a clear path to run through (to the north), but not too much so the titans jump on him first. There is also a good chance that you (the tank) might die in this spawn so make sure you get clear of the mob's intitial spawn point just in case you need a res.
On a side note: when the ranger is placing spirits, he should put QZ last. It has the shortest duration so this ensures it stays up long enough for this to work. Common sense, I know, but I've seen too many rangers drop it first only to have it run out before the snake gets clear.
moyo_ml
thx damian ^^ , truly before open this thread i tried to do that triangle with spirits and flag away smiter and ranger, get the quest and i waited without moving thinking that snake will follow them , but he didnt , i dont know why snake didnt move a muscle.
Damian979
The snakes only follow team members that are moving .
Another way that real people make this so much easier. Real people can "hold" the snakes by moving back and forth in the same spot, something that flagging heroes just can't do very well.
Another way that real people make this so much easier. Real people can "hold" the snakes by moving back and forth in the same spot, something that flagging heroes just can't do very well.