The Smell of Titan in the morning
White Head Yeti
I need tips on this quest
Firstly i tried running heroes with Protective Spirit on and interruptions.But i failed so many times,i cannot even remember,so i quit on tis
(The hard part is lava part)
Than i tried soloing with my assasin SF,using silver armour,but I always fail targeting the boss with death charge teleportation,and I ALWAYS hit someone als with silver armour instead for totally unknown reason to me,maybe the boss is too big for silver armour to work closer to boss instead of other monsters...
And i end up killing some unimportant monster and dieing from djini haste thing
Note that my build was: SF, armour of earth (against DJ haste thing) , silver armour , shadow refuge (for healing) and death's charge
I almost killed him after i killed that other monster,and silver redirected to him,but after that,my next solo run I failed
Im too depressed to keep doing it since run to the boss is TIME EATER,and I dont have any tips on how to do this yet,other than my previous solo idea
Firstly i tried running heroes with Protective Spirit on and interruptions.But i failed so many times,i cannot even remember,so i quit on tis
(The hard part is lava part)
Than i tried soloing with my assasin SF,using silver armour,but I always fail targeting the boss with death charge teleportation,and I ALWAYS hit someone als with silver armour instead for totally unknown reason to me,maybe the boss is too big for silver armour to work closer to boss instead of other monsters...
And i end up killing some unimportant monster and dieing from djini haste thing
Note that my build was: SF, armour of earth (against DJ haste thing) , silver armour , shadow refuge (for healing) and death's charge
I almost killed him after i killed that other monster,and silver redirected to him,but after that,my next solo run I failed
Im too depressed to keep doing it since run to the boss is TIME EATER,and I dont have any tips on how to do this yet,other than my previous solo idea
wire dawg
This quest is so easy just run from doomlore to sacnoth u don't even need to be a perma to run there...and just pull groups at a time..by the sounds of it you are trying to take to much on at one time..
Evasion Twenty
go around the back way, dont go head on
White Head Yeti
Evasion Twenty
subarucar
Pull carefully, watch for patrols. You could try bringing interupts, ward against harm etc, its still simple enough without them. Basically watch your agro, dont let a patrol hit you from behind halfway through combat, and pull carefully so you dont agro to much at once.
Killamus
Bring pain inverter and watch out for popups.
Do it in NM, pain inverter should wipe out at least one foe per res, and after all of his cronies are dead, he drops like a three day old fly.
Do it in NM, pain inverter should wipe out at least one foe per res, and after all of his cronies are dead, he drops like a three day old fly.
Reptile
All of the above (PI, and pull small groups) but what made this even easier for me was changing the secondary of my heros (that I could with out destroying a build) and myself to /Me and = using Mantra of Flame
http://wiki.guildwars.com/wiki/Mantra_of_Flame
Less damage, more energy... all good in my eyes ;-)
http://wiki.guildwars.com/wiki/Mantra_of_Flame
Less damage, more energy... all good in my eyes ;-)
MagmaRed
Take time to clear out the patrols so you don't get caught fighting more than 1 group at a time. There are several Oozes and FLowstones around, and a handful of Ruby Djinns that patrol. Make sure you clear enough of those out to have room to work.
As far as skills that are useful, the BIGGEST problem you face is the burning and the Searing Flames ele's. If you have Zho and/or an interrupt hero, the Flowstones won't be much trouble. But if you take things like Frigid Armor, Extinguish, Breath of the Great Dwarf, etc. to prevent or remove the burning, you will find it easier. If you are doing this as an A/E with Shadow Form, look up the old farming method that used Frigid Armor and Burning Speed.
As far as skills that are useful, the BIGGEST problem you face is the burning and the Searing Flames ele's. If you have Zho and/or an interrupt hero, the Flowstones won't be much trouble. But if you take things like Frigid Armor, Extinguish, Breath of the Great Dwarf, etc. to prevent or remove the burning, you will find it easier. If you are doing this as an A/E with Shadow Form, look up the old farming method that used Frigid Armor and Burning Speed.
jray14
Here's a strategy that works like a charm for me even in HM. Executive summary: take a Ranger secondary with Winter and grab a Siege Devourer on the way to Sacnoth Valley.
Take Ranger as your secondary and equip Winter (or put it on a hero). Also equip either a reusable rez (if you're Mo or Rt) or a couple rez sigs (regular Rez Sig and also Sunspear Rebirth Sig if you have Nightfall). Fill up the rest of your bar with either cold-dmg skills (if you have them) or armor-ignoring dmg or non-fleshy degen. Make sure you have a ranged weapon with you for later use. Avoid melee heroes/henches. I suggest the healer, protter, interrupter, and fire ele.
Grab the Siege Devourer in Dalada Uplands on the way to Sacnoth Valley. The first skill (Devourer Siege) does aoe knockdown and fire damage, which will be converted to cold damage by Winter (which does double damage to the fire creatures).
Blisters are wimps... just try not to aggro other stuff when fighting them.
Try to pull the Flowstones one at a time if possible.
The Burning Spirits are the tough part. There are a total of 4 groups, one guarding the titan and the other three with loooooong patrol routes that could show up any time. So be prepared, especially for the patrol headed by that Borrguus Blisterbark dude.
For each enemy or group:
1. Equip a ranged weapon so that the Siege Devourer will attack from range.
2. Flag your heroes and henches in a left-to-right line a couple aggro radii away. Spreading them out seriously reduces damage to them.
3. Dismount from the Siege Devourer, go about an aggro radius behind your h/h line, and cast Winter.
4. Remount the devourer, call a target, and pull it back to the h/h line.
5. As soon as the enemy stops moving, use Devourer Siege on it. Cackle at the devastation. Repeat Devourer Siege until the mob is dead. Don't bother with the other devourer skills; just use regular attacks between sieges.
6. If your health dips below 50% (which it almost certainly will when facing Burning Spirit groups), start moving towards safety. Here you have two choices:
(a) Dismount the devourer, prepare to die, and for kicks see if you can spam your dmg skills to take one more enemy out before you go, or
(b) Retreat using the "Hyaah!" skill and come back to rez your h/h (best if your DP is near max).
Definitely use (b) above if your DP is at max or you have rez skills available; otherwise it's up to you. If you dismount before dying, then you'll be able to return to the devourer and use it again. Otherwise it dies with you and *might* rez when the current enemy is finished off, but maybe not. If you do lose it, don't despair... there's another one in the southwest quadrant of Sacnoth Valley, although you can probably still do fine having Winter and the fire ele hench.
Good luck! Feel free to PM me in-game if you see me logged on, and I'd be happy to join you.
Take Ranger as your secondary and equip Winter (or put it on a hero). Also equip either a reusable rez (if you're Mo or Rt) or a couple rez sigs (regular Rez Sig and also Sunspear Rebirth Sig if you have Nightfall). Fill up the rest of your bar with either cold-dmg skills (if you have them) or armor-ignoring dmg or non-fleshy degen. Make sure you have a ranged weapon with you for later use. Avoid melee heroes/henches. I suggest the healer, protter, interrupter, and fire ele.
Grab the Siege Devourer in Dalada Uplands on the way to Sacnoth Valley. The first skill (Devourer Siege) does aoe knockdown and fire damage, which will be converted to cold damage by Winter (which does double damage to the fire creatures).
Blisters are wimps... just try not to aggro other stuff when fighting them.
Try to pull the Flowstones one at a time if possible.
The Burning Spirits are the tough part. There are a total of 4 groups, one guarding the titan and the other three with loooooong patrol routes that could show up any time. So be prepared, especially for the patrol headed by that Borrguus Blisterbark dude.
For each enemy or group:
1. Equip a ranged weapon so that the Siege Devourer will attack from range.
2. Flag your heroes and henches in a left-to-right line a couple aggro radii away. Spreading them out seriously reduces damage to them.
3. Dismount from the Siege Devourer, go about an aggro radius behind your h/h line, and cast Winter.
4. Remount the devourer, call a target, and pull it back to the h/h line.
5. As soon as the enemy stops moving, use Devourer Siege on it. Cackle at the devastation. Repeat Devourer Siege until the mob is dead. Don't bother with the other devourer skills; just use regular attacks between sieges.
6. If your health dips below 50% (which it almost certainly will when facing Burning Spirit groups), start moving towards safety. Here you have two choices:
(a) Dismount the devourer, prepare to die, and for kicks see if you can spam your dmg skills to take one more enemy out before you go, or
(b) Retreat using the "Hyaah!" skill and come back to rez your h/h (best if your DP is near max).
Definitely use (b) above if your DP is at max or you have rez skills available; otherwise it's up to you. If you dismount before dying, then you'll be able to return to the devourer and use it again. Otherwise it dies with you and *might* rez when the current enemy is finished off, but maybe not. If you do lose it, don't despair... there's another one in the southwest quadrant of Sacnoth Valley, although you can probably still do fine having Winter and the fire ele hench.
Good luck! Feel free to PM me in-game if you see me logged on, and I'd be happy to join you.
nkuvu
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If you do lose it, don't despair... there's another one in the southwest quadrant of Sacnoth Valley
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One thing I wanted to mention in regards to the siege devourer: I had a near party wipe when Borgus Blisterbark and friends came running around, and also had another patrol of burning djinn -- all while the party was fighting two Flowstone Elementals.
I ran away (Hyaaah!) and dismounted. Resurrected the party with Death Pact Signet. Then got the siege devourer, and... oops aggroed too much again. Someone in the party was still under the two or three minute limit, and my character died immediately, losing the siege devourer. The devourer didn't die, it just vanished entirely. Normally if the devourer takes enough damage to die, you just dismount. but Death Pact Signet acts oddly with it.
jray14
I don't think it's just Death Pact Signet... Siege Devourers have weird stuff happen sometimes regardless. Sometimes they end up drawing aggro all by themselves as if they're NPC's and die from attacks by the burning spirits while you're running back from the rez shrine. Sometimes they don't come back to life after you finish off the mobs that were aggroed when they died. Sometimes even they come back to life an hour later, which happened once when I went on to vanquish after giving up and happened to run by later.
Oh, and the sac valley devourer is in the area just south of the warrior grawl boss, where the worms start showing up. Maybe there's some sort of requirement for it to appear, I donno. But I'm sure it's there because I've used it as backup many a time.
Oh, and the sac valley devourer is in the area just south of the warrior grawl boss, where the worms start showing up. Maybe there's some sort of requirement for it to appear, I donno. But I'm sure it's there because I've used it as backup many a time.
boxterduke
I have not read all the responses but as others said, you need to clear the mobs and popups around the target first. And wait for the partoling fire Djinn and kill them when you see them before going in. It is a rough area.
Do it in normal mode as well.
You can leave from Doomlore Shrine and walk south a bit and then attack the Siege Devourer and you will be able to mount it.
Flag h/h and then run using the devourer to Sacnoth Valley.
Enter the burning forest from the west side, might be a bit easier.
Do it in normal mode as well.
You can leave from Doomlore Shrine and walk south a bit and then attack the Siege Devourer and you will be able to mount it.
Flag h/h and then run using the devourer to Sacnoth Valley.
Enter the burning forest from the west side, might be a bit easier.
nkuvu
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Oh, and the sac valley devourer is in the area just south of the warrior grawl boss, where the worms start showing up. Maybe there's some sort of requirement for it to appear, I donno. But I'm sure it's there because I've used it as backup many a time.
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Which would explain why I haven't seen it, I don't think I've ever been into Sacnoth in HM.
jray14
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Which would explain why I haven't seen it, I don't think I've ever been into Sacnoth in HM.
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BTW, if you ever do go up against the burning forest in HM and live to tell the tale, go ahead and pick up the vanquish while you're at it. It takes a while (3 hrs for me, but I know I'm a bit slow in general), but the rest is a piece of cake comparatively.