Hi all,
a few guildies and I (4 human players in all) recently decided to give DoA a try. Everything was going fine at first, Torc'qua was a cakewalk, the Stygian Veil was pathetically easy. Then we hit a little snag. And by 'little snag' I mean massive army of demons.
I was wondering if anyone could give me/us any suggestions which might help with 'To The Rescue!' The human party members were a ritualist, a dervish, a necromancer and a ranger.
Cheers
-JS
Ravenheart Gloom help
JosephStryker
Gennadios
Wait outside of the mouth that the idiot lightbringers are trapped in. Send one runner in there to trigger the quest while everyone waits to the west of the entrance. Then just longbow manageable groups in one by one.
The groups that you don't pull in will stop just short of attacking the NPC you have to protect, so if you skip alot of groups, it'll still be a massive gang of water eles to fight, but at least you can retreat since you're fighting them from the back.
IMPORTANT: make sure that you pull in and kill every group that has a melee in it, as they're very likely to get in range and attack the warden anyway.
If you're planning on giving this a try anytime soon, I can give a demo. whole area shouldn't take more than an hour.
ING: Titus Afranius
The groups that you don't pull in will stop just short of attacking the NPC you have to protect, so if you skip alot of groups, it'll still be a massive gang of water eles to fight, but at least you can retreat since you're fighting them from the back.
IMPORTANT: make sure that you pull in and kill every group that has a melee in it, as they're very likely to get in range and attack the warden anyway.
If you're planning on giving this a try anytime soon, I can give a demo. whole area shouldn't take more than an hour.
ING: Titus Afranius
angrimbor
An hour? For gloom?!?
Joseph, the key to doing DoA successfully is having a well-suited team for it. Rit's and Necro's are great, but rangers and dervs generally don't have much use; if you want to roll through all four areas, take a look at the Platoon build on PvX. Even teams that are new to running that don't usually take more than 2 hours for all 4, and Mallyx in under 15 minutes. You don't even have to stick to that build; what I've found works well is an imbagon/ST shelter rit, 3 DwG bombers, one SoS, one AotL, and two monks running HB and UA. With the exception of maybe Mallyx (where you want to avoid enchantments and conditions/hexes) that will power through any of the areas; gloom goes in under 15 minutes.
Another thing: if you had trouble with the mobs in Gloom, you're going to have trouble in Foundry; over-aggro there (especially in the third room) and you're going to wipe. Fortunately, as long as you have a well balanced team with some decent players, it doesn't take long to learn DoA; I had it down to memory in under 2 trips. Again, I highly recommend the above stated team format, though there is certainly some wiggle room, and truly good players can handle most areas with any balanced team; the one I listed is just what I've found to be easiest/fastest. Hope this helped!
Joseph, the key to doing DoA successfully is having a well-suited team for it. Rit's and Necro's are great, but rangers and dervs generally don't have much use; if you want to roll through all four areas, take a look at the Platoon build on PvX. Even teams that are new to running that don't usually take more than 2 hours for all 4, and Mallyx in under 15 minutes. You don't even have to stick to that build; what I've found works well is an imbagon/ST shelter rit, 3 DwG bombers, one SoS, one AotL, and two monks running HB and UA. With the exception of maybe Mallyx (where you want to avoid enchantments and conditions/hexes) that will power through any of the areas; gloom goes in under 15 minutes.
Another thing: if you had trouble with the mobs in Gloom, you're going to have trouble in Foundry; over-aggro there (especially in the third room) and you're going to wipe. Fortunately, as long as you have a well balanced team with some decent players, it doesn't take long to learn DoA; I had it down to memory in under 2 trips. Again, I highly recommend the above stated team format, though there is certainly some wiggle room, and truly good players can handle most areas with any balanced team; the one I listed is just what I've found to be easiest/fastest. Hope this helped!
IoneB
Gloom shouldn't take you more than 10-15 minutes if you would roll with a DwG team. I suppose you were running with heroes if you were saying that it was the 4 of you.
From my experience I can tell you that Ranger and Dervishes can play really well the DwG builds because of the primary atributes, armour and if they have good ranks on the PvE skils and lightbringer also. The essential will still be in protecting the team so you must think of bringing a paragon or a defense rit but the paragon will do a lot better. Infuriating heat rangers can also keep SY up all time (bring sooting on the comuning hero if you try that) and provide nice defense but Imbagons will do best because of the aditional skills There's nothing to fear and stand your ground.
I run it with heroes all the time, my usual setup is Paragon with 3 DwG's and the rest 4 heroes : 1 SoS with hex removal, 1 Necro Spirit Healer, 1 Rit AoTL (bombs and provides heal, better than necro imo) and 1 Communing rit for support. We always complete the full run in under 1 hour and 20 minutes and takes us like 10-12 minutes for Mallyx.
Hope this helps,
Good luck on your runs !
P.S. : Use cons, if each of you will use a set it will last for the whole run and Mallyx also
From my experience I can tell you that Ranger and Dervishes can play really well the DwG builds because of the primary atributes, armour and if they have good ranks on the PvE skils and lightbringer also. The essential will still be in protecting the team so you must think of bringing a paragon or a defense rit but the paragon will do a lot better. Infuriating heat rangers can also keep SY up all time (bring sooting on the comuning hero if you try that) and provide nice defense but Imbagons will do best because of the aditional skills There's nothing to fear and stand your ground.
I run it with heroes all the time, my usual setup is Paragon with 3 DwG's and the rest 4 heroes : 1 SoS with hex removal, 1 Necro Spirit Healer, 1 Rit AoTL (bombs and provides heal, better than necro imo) and 1 Communing rit for support. We always complete the full run in under 1 hour and 20 minutes and takes us like 10-12 minutes for Mallyx.
Hope this helps,
Good luck on your runs !
P.S. : Use cons, if each of you will use a set it will last for the whole run and Mallyx also
Chthon
Since you're running a Ranger and a Derv, I'd suggest doing NM if your pride can handle it. The environmental effect is going to leave them largely useless in HM.
byteme!
When it comes to Gloom you need more DPS. You cannot allow the mobs to overwhelm your team. The faster you kill them the easier it gets.