Transitioning Over to HM -- Any Help?

molepunch

Pre-Searing Cadet

Join Date: Dec 2009

W/

Hi all,

'Though I own the game since a week or so after release, I haven't actually played the game seriously until the last year or so. I am in a guild of friends, and we have only recently cleared some of the campaigns.

We have attempted to do some HM, but often with little success in exchange for quite a bit of frustration. People kept dying, mobs weren't dying fast enough, you name it.


Can someone more experienced please give us a few pointers?


Such as:

-How many healers should we be running?
-Order of kill is healer -> mesmer -> etc?



We aren't pro's and would genuinely appreciate some helpful, kind, pointers.


Thanks in advance!

Andemius

Krytan Explorer

Join Date: Nov 2008

Vanguard's Last Stand [Hero]

W/

I don't have any really useful advice srry, so I'll just say 2 things.

1. Try and take a team of heroes which is tried and tested to work well in HM, Sabway or Discordway (see PvXwiki)

2. Watch out for char which can deal high dmg such as eles and rits. Melee is an irritation but an ele casting AoE can kil ur party pretty darn fast if there's more than 2.

darkyan14

Ascalonian Squire

Join Date: Jan 2009

wrapped in toilet paper :S

Awsome In The Extreme ( AWSM)

Mo/

You should run the Sabway build : ( 3 n/rt, 1 healer, 1 ss, 1 MM) +1 healer (human or H/H). Then you should get an interrupter and you or one of your guildies should go spirit spammer. Don't forget to use helpful Pve skills such as Pain inverter to kill faster. The 2 party members remaining depend on the area or the mission you are attempting, possibly another healer if you think its a pretty hard area, or some nuke + a warrior.

This build worked very well for me , had no difficulties Vainquishing and doing most missions in the game. Go on PVX wiki for the Sabway build and other helpful builds for HM.

Urass

Krytan Explorer

Join Date: Sep 2008

UTC -5 or -6

The Discord/Sabway is a good solution if you want to use heroes, but if you want to go with a team of friends, the primary thing to remember is Target, Target, Target. You must have a caller and then everyone spikes that target.

And it is not always best to go for the healer first... if the healer is in the back field all your squishy ppl will be hammered trying to get him. If you spike the front line by targeting, then the healer will not be able to keep up.

Targeting is the secret and why heroes do so well... they follow your targeting.

Second keep spread out so AoE does not wipe you.

Lastly is experience... my first few tries at HM had me shaking my head & saying NFW... now I can't see doing NM.

edit:
Regarding the Targeting, where that usually falls apart is when ppll start to get hit by a foe... kite, but do not stop hitting the target. To often ppl strike back at that which is hitting them and it all goes to hell-in-a-hand-basket quickly.

Have fun.

Anime Divine

Frost Gate Guardian

Join Date: Nov 2007

W/

yes first have 3 necros
if your playing a melee class its a good idea to get only casters ele monk necro mesmer. try to have a build that does huge damage. so that you dont have to rely on your heroes to spike with you. also learn how to lure.
2 mobs is usually enough to wipe your team. so always take longbow ith you for luring.

whe luring if melee class with high armor take some spike damage first then lure them into group. casters cant handle much but it can do the same.

Gennadios

Gennadios

Wilds Pathfinder

Join Date: Jun 2009

N/A

The general rule of thumb for number of healers is 1 in 4/6 player areas, 2 in 8 player areas, 3 in 12 player. Same thing goes for HM, those healers just need to be better.

The cardinal rule of HM is you should always only be fighting one group at a time. A good team can over aggro even Hm to hell and back, but there's no point in taking chances. Get a longbow to do some pulling.

Finally, don't bring heroes unless they're runed, and the person running the hero actually has a char of that same class that they know how to run. Heroes are only as good as their builds, and unless the hero is running something off of PVX wiki or the owner knows what he's doing, stick to henchies.

When in doubt, get Saabway. It's a nice set of training wheels. If you can't get all 3 necros, at the very least get a minion master.

Finally, spread out for ele and rit bosses. They do double damage.

Lord Xivor

Frost Gate Guardian

Join Date: Jan 2007

Fort Bragg, NC

Our God Is A Consuming [FIRE]

Rt/A

Run Discordway. It is faster than Sabway, as it deals a lot more damage. With Discordway, you already have 2-3 necros that deal damage AND have healing/prot skills on them. You can bring just one more healer henchman or hero, and you are good.

I do everything in GW H/H with Discordway, and I don't even need other people. I have no problems. That being said, any additional real people to your party would only be better than what I would run, so adding your friends into the mix should make it a piece of cake.

As stated above, adding one of your friends as a spirit spammer makes a huge difference. This is true.

I went from doing vanquishes in 75mins+ after many MANY deaths to doing vanquishes in 30 mins with no deaths, just by adding Discordway heros and changing my build to spirit spammer.

Slasher of Darkness

Lion's Arch Merchant

Join Date: Aug 2008

Lots of places~

D/

For just starting HM, yes, use sabway or discordway, I highly suggest using sabway if you're a melee character, but yeah, both work okay, sabway cause it's more melee friendly. Once you're more into HM and stuff, there are builds that you can use which are much more faster/efficient, OR you can make yourself a balanced team of heroes, which, I find is more satisfying to use, and also sometimes better. But yeah, sabway/discoway works awesome.

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

My advice is to just learn hard mode yourself (as in just play the game). Running around with three necros isn't going to teach you much. It'll just handicap you when playing with humans (friend, guild, pug, etc.) or different heroes.

If you want to learn a few basics, there are a couple wiki pages of info.
http://wiki.guildwars.com/wiki/Hard_mode
and
http://wiki.guildwars.com/wiki/Guide_to_hard_mode

Eventually you'll be tired of normal mode if not already.

Milennin

Milennin

Jungle Guide

Join Date: Sep 2006

Europe

W/

Try vanquishing some areas, and before going in the area, look up on Wiki the monsters and their skills. Then work on a build for you and party/heroes that should be able to effectively counter them.
Start with easy areas, then do the harder ones later.

And what ^he said. Sab/Discord way isn't going to make you a better player; it's nice for when you have dealt with enough Hard Mode that it's your new Normal Mode, but for starters it's better to gain some experience trying out your own builds.
A backline of 2 is usually sufficient. Perhaps more importantly, I hope you understand that "healer" doesn't actually mean a character dedicated to healing. In addition to healing, you need damage mitigation in order to survive.

Quote: -Order of kill is healer -> mesmer -> etc? You target whatever has the highest threat-to-success::effort-to-kill ratio. In some mobs the monks are so effective you must kill them first; in other mobs the monks are impotent and can be ignored. In some mobs mesmers pack nasty strips/diverts/VoR and should be killed promptly; in some mobs all they have is a little degen and you can ignore them. And so on.

Quote:
Originally Posted by Andemius View Post
Try and take a team of heroes which is tried and tested to work well in HM, Sabway or Discordway (see PvXwiki No.

First of all, neither of those is a great build for general PvE. Sabway is designed for 4-man areas, so it has a lot of compression and compromises that aren't necessary for 8-man teams (even if 4 are hench). Discordway is downright mediocre.

Second, and more importantly, your problem is that you don't understand the game mechanics and monster design well enough to succeed. Ultimately, you will have to learn that. Sabway/discordway won't help you learn. They will only give you a small, unearned boost of effectiveness. As soon as you hit a patch those builds can't handle, you'll be right back to square one.

Steps_Descending

Steps_Descending

Wilds Pathfinder

Join Date: Apr 2007

IN my pocket plane. Obviously!

Little Tom's Pocket Plane [THom]

Me/Mo

Quote:
Originally Posted by Gennadios View Post
The general rule of thumb for number of healers is 1 in 4/6 player areas, 2 in 8 player areas, 3 in 12 player. Same thing goes for HM, those healers just need to be better.

The cardinal rule of HM is you should always only be fighting one group at a time. A good team can over aggro even Hm to hell and back, but there's no point in taking chances. Get a longbow to do some pulling.

Finally, don't bring heroes unless they're runed, and the person running the hero actually has a char of that same class that they know how to run. Heroes are only as good as their builds, and unless the hero is running something off of PVX wiki or the owner knows what he's doing, stick to henchies.

When in doubt, get Saabway. It's a nice set of training wheels. If you can't get all 3 necros, at the very least get a minion master.

Finally, spread out for ele and rit bosses. They do double damage. Precious informatin there. As some people have outlined before, the most important point is experience : how to agro without overagroing, choosing your battle if need be (you won't be vanquishing everytime), finding what works on you and on an AI, what will kill you the fastest, what will cause serious trouble in killing things fast (which healers), finding the most efficient (or efficient enough) counter to every threat and finding what is the most threatening for every zone.

Konker2020

Konker2020

Krytan Explorer

Join Date: Jan 2009

Exiled Forcez [Ex]

The fact is that you need to learn, and you won't do that by using builds provided to you. Your best bet is to keep trying and work things out to teach yourself instead of having someone else provide a shortcut that teaches you nothing.

a-kyle

Krytan Explorer

Join Date: Apr 2008

A/R

if you really want something to focus on, take out the healers, as in HM they can resurect people, and healer bosses, are horrible especially in the last few missions of Prof

maxxfury

Wilds Pathfinder

Join Date: Apr 2006

[DVDF] Gp

Me/A

Prot spirit is your best friend in HM!
(or its slightly mischievous big brother Prot Bond in the right bar)

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Damage tip: elemental damage is shit in hard mode, because the enemies are such higher levels. Stick to physical damage, such as from warriors and assassins, and armour-ignoring damage, such as discord, holy damage, and ritualist spirits.

One of the main causes for failure in PvE is not dealing enough damage. Enemies need to die quickly; the longer they're alive the longer they're attacking you, and the greater the chance that your healers are going to run out of energy or slip up.

So avoid elemental damage. Stick to physical and armour-ignoring.

molepunch

Pre-Searing Cadet

Join Date: Dec 2009

W/

Thanks for all the good advice, everyone! I really appreciate everyone for typing out replies.




Zhar: Thanks, we had no idea! Our elementalists will be disappointed though, heh.


maxxfury: Agreed. But our monk has trouble "knowing who to PS" but I'm sure he'll pick up eventually.


a-kyle: Yep, gah, we got a taste of that, hahaha.


Gennadios, Steps: Very good pointers there. Thanks! We pull carefully, but we just have trouble clearing a group fast enough or safely enough. There are always close calls in every fight.


Dorny: Indeed, though most PUGs I've been in, people just rush ahead. And if I were to even ask something, I get the typical "noob" "lol" or silent treatment. Not much help there. Glad I could get some useful replies here, though.


Chthon: "don't understand the game mechanics and monster design well enough to succeed" You are right, we don't yet have a good memory of what mob does what, etc. We try to look up in GWwiki to take note of what monsters do, and go from there. I guess we just don't have the threshold to be hardcore, and may be more suited to vanilla NM for now. :/

We have one healer dedicated to "burst healing" and another for damage mitigation. Does that work just as well?


Cuilan: Oh dear, I should have searched for such guides in the first place LOL! Thanks for the helpful links!



To everyone else: Thanks so much! I learned about Saabway and Discordway builds. We have at least 3 Necros in the guild, so that may help.




It's a pity that only certain builds work in HM, it seems, but I suppose that's just how the metagame goes.



Happy new year!

the_jos

the_jos

Forge Runner

Join Date: Jun 2006

Hard Mode Legion [HML]

N/

Quote:
Originally Posted by molepunch View Post
It's a pity that only certain builds work in HM, it seems, but I suppose that's just how the metagame goes. Some builds work better in HM than other builds, however this does not mean you need to run them.

In HM you need to be able to do some serious damage. Foes have more health and higher armor. When you fail first make sure you were killing foes fast, only after that look at defense.
Don't start out in 4 player areas, those are relatively hard compared to 8 player areas.

Make sure you have the best equipment you can afford, specially runes.
Have as much armor/health runes as possible, try to avoid superior runes unless you need to use for a breakpoint. And compensate as much as possible with vigor runes.

Now some comments on damage mitigation.

First of all, make sure the team understand that the monks are there to keep players doing damage, not to keep them alive. Keeping players alive is only a part of keeping them doing damage.
When looking at builds look at what disables your team from doing damage. Counter this. I'd say the main problems are conditions like blind, cripple, daze and such. Most conditions are annoying, but you can outheal them. Next some hexes here and there, but most are not that bad. Sort condition removal and hex removal out first.
Only after your monks decide on this they can look at straight healing and protection.
Make the team understand that only one or two players should take damage if possible. Those players should have some skills/equipment that prevents some damage (+armor mods/runes/skills, shields and such). The rest should keep back so the healers can focus. When aggro is broken it's time for the monks to use skills like Protective Spirit and Aegis to protect the casters of the team. Using PS on someone who's dedicated to holding aggro is probably stupid (mitigate by other means), unless there is a huge risk of armor ignoring spiking.

Mitigation also includes aggro control, learn mob movement and how to pull only one group at once.

Seek for skills that prevent damage, not only on your monks but also on other professions. A minion master is always good, adds both damage and 'cannon fodder'. But an damage earth ele with one or two wards (keep players in them though) is also a good choice.
But remember, stuff that died cannot do damage anymore. Keep your team's focus on damage, not on defense. Only a few areas need additional defense or a specific team build (Rotscale is annoying to kill with a 'regular' build).

Also remember that sabway/discordway are not easily played by human players. Try to understand how they work and what you can do and cannot do with human players to make them work (are you on TS/Vent for a Discord Spike, can the 'healer' play both healer and damage dealer at the same time).

Good luck, you will find out in a while that HM isn't that hard after all if you learn some of the basic mechanics of the game

Malician

Oak Ridge Boys Fan

Join Date: Jun 2007

E/P

HM is all about optimizing your player builds so that they synergize for maximum effect.

- Get rid of skills like troll unguent, healing breeze, fire nukes, poison, bleeding, and other suboptimal damage or healing. Enemy armor is high and the damage can come in spikes. You want something that costs little and delivers big.

- The best damage comes from heavily "buffed" warriors and assassins (dervs work too). Blossom spam
can do more damage than your entire party does if he is enchanted with two or three buffs (Order of Pain, Greater Dwarf Weapon, and Strength of Honor are great). Have one of your necromancers run this with enfeebling blood and mindbender as the optionals. Call targets (but make sure everyone attacks what he calls; even the casters can if they carry spears!).

However, mesmers and smite monks also have options. Don't stick self-heals or survival gear on your damage dealers; they should have killer builds that produce consistent, massive armor-ignoring damage.

- Damage mitigation comes in two flavors: team-wide and stuff the monks carry. Enfeebling blood is GREAT (area affect melee shutdown!). Aegis is good (AOE block). Save Yourselves! gives 100 armor to the other 7 party members (nigh-on invulnerability), but requires good adrenaline management to keep "up" alot. Don't think about just yourself; if you are a midliner with an extra slot, bring something which helps everyone. As you start optimizing your monks for healing, protection, energy management, hex removal, and condition removal, you may find it very hard to find room for a res :-)

Sabway and Discordway are designed for heroes; don't shove em' into a human team. There are stronger, smarter, and most importantly more fun options! However, a minion master can provide damage mitigation but you'll have to let the minions go in early. If you have a human ritualist player with signet of spirits, protective spirit him and send him in front to throw up a spirit wall.

I'd be happy to meet you guys in game, take a look at your builds and play a bit.

byteme!

byteme!

Forge Runner

Join Date: Jan 2006

On Earth

W/P

Protective Spirit is your friend.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

The big stumbling block in transitioning to hard mode is that it forces you to play the game on a more abstract level. Normal mode you can largely bludgeon through with 'damage and heal'. Hard mode forces you to capitalize on abilities that are a level removed from that - disruption and shutdown. These require a good bit more precision than damage and heal, but ultimately provide a lot more power.

The goal on defense isn't to bring enough healing to clean up all the damage - it's to bring enough tools to make the mobs incapable of dealing significant damage. This sort of proactive defense can either be shutdown (weakness, blind, daze, hexes, knockdowns) or defensive buffs (aegis, prot spirit, there's nothing to fear, save yourselves, stand your ground). These in combination do a much better job at keeping your team alive than direct heals ever can. On offense, the focus is upon making the mobs unable to defend themselves (daze, knockdowns, enchant removal) and damage amplification (cracked armor, barbs, order of pain, GDW).

These aren't jobs that particular characters do while everyone else does damage or heals - these are the jobs that *everyone* does while dishing out damage or healing in between. When people are thinking in these terms you don't need to have particular strategies or builds because it will just work with rudimentary tactics (pulling, focusing dangerous targets). The trick is just making that transition. Warriors need to stop thinking like tanks or DPS, and start thinking about how to keep a dangerous enemy knocked down while pummeling on it, or how to keep Save Yourselves on the team. Elementalists need to stop thinking about AoEing helpless enemies, and start thinking about making them helpless with blind, weakness, and cracked armor. Monks need to ride their team doing a better job of keeping enemies incapacitated and focus on hardening cracks in the armor with prot, and making sure everyone stays running at full strength with cleaning.

Most of the hero builds people suggest here and in other threads are effective because those bars implement many of these ideas with skills that the AI can use reasonably well. If you and your friends understand what those hero bars are trying to accomplish and can do that yourself, you won't have any problems with hard mode, no matter what character classes you're using.

Steps_Descending

Steps_Descending

Wilds Pathfinder

Join Date: Apr 2007

IN my pocket plane. Obviously!

Little Tom's Pocket Plane [THom]

Me/Mo

It's been a while but.

How do you and your guild fare molepunch? DId the thread help?

molepunch

Pre-Searing Cadet

Join Date: Dec 2009

W/

the_jos, Malician and Ensign:

Thanks for the insight. It makes a lot of sense and I'm trying to relay your input to the rest. Only one other player in the guild can grasp the concept. The rest are more casual players, and may take time to start having "less monotoned" builds. Our elementalists for example carry 7 attack spells, but don't consider other skills as better options (they still only get off aoe-ing helpless enemies). I think until the rest can start thinking in terms of how to help the team mitigate or increase damage output, HM is gonna be a threshold just too high.


Steps:

Well, Discordway worked, but it wasn't fun at all. I didn't feel like I was playing a warrior at all. It's a means to an end, but it just isn't fun to play. Very effective though. I think all it did was make us all feel that Necros are OP lol.

It's OK, all in good time. I think HM isn't something the other casual players in the guild can hope to do successfully, and I'm ok with leaving it at that until they start wanting to do more. As it is, they can barely pull off a NM mission successfully on their own, and I often have to suggest skills they should bring should I lead the mission.



Thanks again everyone for your expertise and help.

the_jos

the_jos

Forge Runner

Join Date: Jun 2006

Hard Mode Legion [HML]

N/

Quote:
Originally Posted by molepunch
View Post
....
Only one other player in the guild can grasp the concept. The rest are more casual players, and may take time to start having "less monotoned" builds. Our elementalists for example carry 7 attack spells, but don't consider other skills as better options (they still only get off aoe-ing helpless enemies). I think until the rest can start thinking in terms of how to help the team mitigate or increase damage output, HM is gonna be a threshold just too high.
...
As it is, they can barely pull off a NM mission successfully on their own, and I often have to suggest skills they should bring should I lead the mission. molepunch,

I'll give you some additional advice from my personal experience.
When you like to play HM more with guildies don't bring them all at once.
Just take the one player who understands and bring one or two other guildies. Fill the rest of the team with relatively fail-safe hero builds.
This increases the experience more than failing over and over again because 'the team build' doesn't work.

If you like to play some HM outside your guild or with a minimal number of your guildies feel free to PM me here on guru.
I don't play often anymore but am still online once in a while.
And perhaps more important I can introduce you to some players who have been playing HM for a long time and who always like to meet new people to tag along for some fun.

glacialphoenix

glacialphoenix

Desert Nomad

Join Date: Jul 2008

Singapore

Royal Order of Flying Lemmings [ROFL]

Mo/

Quote:

It's a pity that only certain builds work in HM, it seems, but I suppose that's just how the metagame goes.
I would disagree. There are certain builds that are more effective in HM, but you do not need to run them. Of course, don't do something silly like bringing Searing Flames vs. Destroyers, either.

Quote:
Our elementalists for example carry 7 attack spells, but don't consider other skills as better options (they still only get off aoe-ing helpless enemies). I think until the rest can start thinking in terms of how to help the team mitigate or increase damage output, HM is gonna be a threshold just too high. It's not just skills. Sometimes other little things you do help, too. Teamwork is the key; everyone needs to be comfortable with what they do. HM damage is sky-high, so things you don't consider in NM can become issues. Try things like not standing in a ball, so AoE can't take out half the party at once, especially the squishies - when that happens, it makes it significantly harder for the monks to heal. Don't overaggro; pull more carefully. Oh, and enemies run out of DoTAoE more often than they do in NM, so that may cause problems for you, as well. It's possible to do HM with BYOB as long as you know how to use it - don't think in terms of one static bar, try to adapt to the situation. It's OK to not be the fastest, really - just enjoy the game and learn as you do. (Your monk will pick the idea of using PS up eventually, with practice. I did.)

Also, in HM, while it's possible for people to do 6-man missions with one healer, if your healers don't feel up to the task, you may want to consider bringing a second. You should also have some form of damage mitigation, because HM mobs hit hard.

I hope you manage to do HM soon - the first time I did it with my friends, we were all oh god this is SO DIFFICULT NO WAY AM I GOING TO BE ABLE TO DO THIS AGAIN - and now HM is our default for any sufficiently geared character.

subherbandog

Academy Page

Join Date: Jul 2009

CST - USA

[HEAT]

P/W

problem with using discord and sabway is:

1. the human is pretty much neglected. As the topic creator noted, it just takes advantage of the computer AI and "poor game design"/"game mechanic exploitation" (choose whichever you like better). Personally, I feel better using my earthshaker build and bring heroes that can support me (either through healing, prot, barbs, minions, strength of honor, splinter, etc.). Course, discord is a means to the end. However, it rubs some people the wrong way.

2. If you ever ever stop using discord, you'll get creamed. Using sabway and discord doesn't teach you anything. Except maybe target calling. There are a LOT of different viable ways to do HM. Key overpowered skills are good, but many other skills are also viable.

In response to the opening question, I would say a few things I include in all my team setups:

1. Humans are awesome, if played correctly. They are better than AI in pretty much everything but minion management. As such, they can pump out a crapton of damage through pve skills and logical thinking (hey I can neutralize that hammer war by snaring him, then take out the rest of the team). Take advantage of that. Of course, I've had a lot of success with playing the support build myself (such as ether renewal ele and great dwarf weapon'd rangers/pets), but I generally play the damage dealer role since it's more fun for me

2. I like to think there are three main types of healing: power healing, party healing, and prot. Try to include all of them in your team set up. Power heals like WoH (I don't use it much but it is quite good), dwayna's kiss, spirit light. Prot like Save yourselves, prot spirit, aegis, union, weapon of warding (I don't use this much, since it goes down very fast, but it is prot). Finally party healing is key too. Why use 8 power heals to heal the team when you can drop a protective was kaolai or use heaven's delight? Not many skills here. I personally wouldn't recommend heal party due to energy costs (and the hero's poor use of it), but it's up to you.

Of course, try to through in some hex and condition removal somewhere in there, but you get the idea.

Lusciious

Lusciious

Krytan Explorer

Join Date: Jan 2009

I'm from Singapore but i live in Shanghai ATM

Order of [Thay]

N/

I've a question regarding weakness and cracked armour .

which is better for HM ?

AoE weakness - Enfeebling Blood or AoE cracked armour - Weaken Armour

Enfeebling blood - 10% hp sac, 1 energy cost, 3/4s cast time, 8s recharge

Weaken armour - 5 energy cost, 1s cast time, 5s recharge

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Weakness is a much superior condition.
Cracked Armour is only something you bring in a pitiful attempt to make elemental damage viable. The effect of Cracked Armour becomes somewhat trivial as AL increases.

Weakness on the other hand will turn a 90 damage auto-attack into a 30 damage one.

glacialphoenix

glacialphoenix

Desert Nomad

Join Date: Jul 2008

Singapore

Royal Order of Flying Lemmings [ROFL]

Mo/

I personally would go with Enfeebling Blood - that weakness, especially on melee enemies, saves your party from a lot of grief. It's one heck of a damage mitigation skill. Of course, don't oversacrifice...

molepunch

Pre-Searing Cadet

Join Date: Dec 2009

W/

Hi all, thanks again for the responses.


the_jos: Haha, really appreciate your offer but most of the guild play at GMT+8, so you might be a asleep. Or should be, LOL. Besides, casual players get intimidated by much better gamers, and I think they would feel stressed out. Unless they really want to keep at it (HM), I would just leave group gameplay at the post-newbie level they are comfortable with. Thanks again! They still have plenty of content to grind out in GW, so maybe it was premature of them to even consider HM in the first place.


subherbandog: Yep, you are right, all Discordway did for the core players in our guild, myself included, was to breeze through HM and learning nothing. I'm a bit of a Samurai when it comes to things, and I do not like having to resort to cheeseway just to get things done. Also, I didn't feel I was playing a Warrior--the fun ended there. We resort to it time to time these days, but we try not to.



One day, HM will be our default, heh!

Lusciious

Lusciious

Krytan Explorer

Join Date: Jan 2009

I'm from Singapore but i live in Shanghai ATM

Order of [Thay]

N/

Right .. Alright then . I'll get enfeebling blood . Thanks for your opinions