Fire and Pain
Braxton619
Hi everyone, i'm having a very tough problem with Fire and Pain and i'm H/Hing it. What recommendations do yall have to stop those aoe spammers? They keep nuking my team.
Lord Dagon
well it depends is it normal or hard mode? i dont have any suggestions for HM but for normal mode i suggest going as an ele( you didnt say your profession so i cant recommend builds) and having discord w/ you. including those i would bring the 2 healer henchies( the helaer and the prot) probably the earth or fire henchman and the internuption hench. That team right there carried me through just about every quest in eotn.
happy hunting
happy hunting
![Big Grin](../Img/biggrin.gif)
sykoone
I recommend something that will spread daze, and a monk hero with prot and condition removal. The biggest damage comes from searing flames, which loses it's kick if you're not already burning.
Lloyd6770
If you want to spread Daze, bring something that can daze (like Broad Head Arrow), and if you can be part Mesmer, bring Epidemic, which will spread daze to all adjacent foes.
Zacchius
Pain Inverter will blow up at least one of them if they hit several members of your party at once. Technobabble is an AOE daze, although it only lasts for a few seconds, as long as the target wasn't a boss. It might slow down the casters enough to take one or two down before the daze wears off. You Move Like A Dwarf is a fast KD and interrupt on one target. Anything that can reduce the total damage a group can put out will be helpful.
Ward Against Harm offers a lot of defense against fire damage and would mitigate the damage your party takes. Ward Against Elements would be similarly helpful, though a bit weaker. Having a good prot and healer hero will help a lot as well.
Ward Against Harm offers a lot of defense against fire damage and would mitigate the damage your party takes. Ward Against Elements would be similarly helpful, though a bit weaker. Having a good prot and healer hero will help a lot as well.
Lord Xivor
Spirit Spammer. I solo'd it. Piece of cake.
jetlaw
While there are lots of ways to do it, here are a few thoughts:
(1) Presuming this is being done with a full normal team, you can bring a hero with Spellbreaker, have them cast it on you as the puller, and then let the enemies waste their initial attacks on you (and burn up some of their energy in the process).
(2) Have a hero with Ward Against Elements (or Ward Against Harm if you want to have massive protection). These wards can substantially lessen the damage dealt to your team. If you also happen to bring along Ebon Battle Standard of Courage, your team really should not have to worry very much about the damage being dealt by the eles. Bottom line, +48 armor vs the enemy (or better) never hurts.
(3) As mentioned above, interruption. I tend to bring the interrupt henchman and a mesmer with VoR and then all interrupts for the rest of their skill bar. By not having other mesmer hexes in the group you increase the damage dealt by VoR, and the interrupts should make things much easier on your party. If you elect to bring a ele hero, adding Maelstrom to their bar will add even more pressure on the enemy mob.
(4) Spread your party out. This is less of an issue if using the wards, but if you elect not to use wards, spreading your party can help alot. My most common set up is to flag my H/H behind me in a square configuration (each hero at 3 different corners of the box, and the henchmen together at the 4th corner). I then pull the enemy mob, trying not to stand in AoE range of any of the heros/hench. This really helps to make things much simpler against any kind of AoE threat.
Have fun storming the castle!
(1) Presuming this is being done with a full normal team, you can bring a hero with Spellbreaker, have them cast it on you as the puller, and then let the enemies waste their initial attacks on you (and burn up some of their energy in the process).
(2) Have a hero with Ward Against Elements (or Ward Against Harm if you want to have massive protection). These wards can substantially lessen the damage dealt to your team. If you also happen to bring along Ebon Battle Standard of Courage, your team really should not have to worry very much about the damage being dealt by the eles. Bottom line, +48 armor vs the enemy (or better) never hurts.
(3) As mentioned above, interruption. I tend to bring the interrupt henchman and a mesmer with VoR and then all interrupts for the rest of their skill bar. By not having other mesmer hexes in the group you increase the damage dealt by VoR, and the interrupts should make things much easier on your party. If you elect to bring a ele hero, adding Maelstrom to their bar will add even more pressure on the enemy mob.
(4) Spread your party out. This is less of an issue if using the wards, but if you elect not to use wards, spreading your party can help alot. My most common set up is to flag my H/H behind me in a square configuration (each hero at 3 different corners of the box, and the henchmen together at the 4th corner). I then pull the enemy mob, trying not to stand in AoE range of any of the heros/hench. This really helps to make things much simpler against any kind of AoE threat.
Have fun storming the castle!
![Ninja](../Img/ninja.gif)