ooze pit/watch it jiggle help

caym

Pre-Searing Cadet

Join Date: Sep 2005

N/Mo

I've been trying to complete this silly quest for the past week. It's become an obsession for me. I started solo and now am trying to run it with 3 heros and 4 henchies + myself. I get slaughtered each time. I swear a room starts out with 3 ooze enemies, and when I go back after getting killed it has 5x that many and those multiply as well. Simple question does anyone have any techniques for this quest?

These are the setups I'm using

Me (A/E) - OwBk0te53Mi0uonjDDxXCjCjioLD

**** heros ****

Monk hero - OwAU0KH/UYN41ZiFBkUPorZkYCA
E/N hero - OgRDQMucN0CV4cYoFOyhlDpP
Rt/Me hero - OQhmAsBoQCWhl4Q5AeAFBcAFgEPfTVTA


*** henchies ****
Lina
Mhenlo
Cynn
Zho

I've looked at the wiki and I don't have a lot of the skills they suggest to use so without going out and getting them and making some huge changes any ideas for techniques to make what I have work?

Andemius

Krytan Explorer

Join Date: Nov 2008

Vanguard's Last Stand [Hero]

W/

eh...i can see why you're having problems, you're builds need to be better.

Ok, your build isn't bad, but you have no elite, so that's holding it back. You would do well with something like a Death Blosson/Moebuis Strike build.

The Monk hero also has no elite and has some rather iffy skills, purge conditions being one.

I don't really know what you're going for with the ele build, but I imagine running either E/Mo Prot or A Nuker of some variety would work better.

And the last hero, which you've put as a Rt/Me, although the template decoder shows as a Me/Rt, well it's not great either. I'd reccomend running a Signet of Spirits Channelling build if it is a Rit, if it's actually a mesmer run a Panic Build.

Right, personally, I'd have you take a panic mesmer, a SoS rit, and prolly an E/Mo prot, but that's not what you've listed, so I don't know if you have it.

Skills-wise, "Can't Touch This!" would help you greatly.

Henchies I would take (just my opinion) would be Lina, the Earth Henchie, Domination/Interrupter, and then probably Cynn.

If you want a hand, can PM me in-game: Savage Dwarf.

godis

Frost Gate Guardian

Join Date: Sep 2009

LOVE

N/Me

Do you have runes on your armor pieces ?
If not, get some survivor runes and runes of vitae for you and your heroes. You should also add 1 rune of vigor on one of your armor pieces.

If all else fails you can always get some Eye of the north consumables and become invinsible ;-)


http://wiki.guildwars.com/wiki/List_...th_consumables

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Andemius View Post
Ok, your build isn't bad, but you have no elite, so that's holding it back. You would do well with something like a Death Blosson/Moebuis Strike build. It's bad. No sense in dancing around the issue as it makes justifying a complete rework a little harder. Sharpen Daggers when your lead is Jagged Strike doesn't make sense and your dual attack is on a 12 second recharge (too long). Signet of Corruption is a waste since it'll do hardly any damage about once every 15 seconds.
First, do the two attribute point quests to get the full number of attribute points.
Get an Elite skill. Assassin elites are fairly meh, but ok ones are Moebius Strike, Way of the Master and Flashing Blades (for this area anyway).
Then fix your attack chain. I understand the attraction of a knockdown chain, but this isn't PvP. Scoring kills in PvE is very easy so you really just want to push out as much damage as possible. Jagged Strike -> Fox Fangs -> Death Blossom is the standard chain right now and for good reason; Death Blossom is a lot of damage and the lead ups are fast activating and fast recharging. Consider Black Mantis Thrust over Jagged for a bit more initial damage, but a longer cool down. Alternatively go for something like Golden Fox Strike -> Wild Strike -> Death Blossom -> Moebius Strike to deal with blocking stances.
Also, try to get Save Yourselves - a Warrior PvE only skill you get from the Kurzick/Luxon allegiance title. Other stuff like Critical Agility and Critical Eye are good too.

The hero Monk's build is bad. What's worse is that you have three monks in your team when you only need two. You should not need more than the services provided by Mhenlo and Lina in Normal Mode. An exception is Prot Spirit, which you often want on a hero somewhere in the harder areas of the game (of which the Ooze Pit is not).
However, a hero monk can still have its uses. Consider making it a Smiter-Prot hybrid with Prot Spirit and Aegis. Give him Smiter's Boon, a bunch of support stuff like Reversal of Damage, Smite Condition/Hex (don't just fill his bar with offensive skills, that'll just make him useless) and Strength of Honor (disable it and have him cast it on you to maintain it). He'll also need energy management.
A small note: there is never a good reason to bring Orison of Healing. Mend Condition is better than Restful Breeze and Purge Conditions. Resurrect is the worst res skill in the game.

The Elementalist hero is worse than the Monk. The only good skill on that thing's bar is Blood Bond.
The only good use I've found to Ele heroes is to use them to fuel prot spamming and Strength of Honor by using Ether Renewal.
If you want to use Blood Bond on a hero, then your best bet is an Orders Nec (a support hero using Order of Pain or Order of the Vampire), but this is questionable when going H/H (hero and henchmen) since you're often the only physical.

The Mesmer bar has one good skill on it - Cry of Frustration. The AI is good with interrupts, or more, it's good at landing interrupts a lot (it doesn't prioritise which skills to interrupt).
Mesmer heroes can work - Dom bars with Panic, Mistrust, Cry of Frustration and some energy management can really weaken enemy casters and with decent energy management, can even serve as a platform for Prot Spirit or some cleaning.

Ritualist heroes are simply amazing. Use one, if not two. Their ability to throw up a large number of attack spirits whilst providing support, defensively and offensively means that one has a hard time justifying anything else over them. Splinter Weapon is good, Ancestor's Rage is good. Do not try to make a pure Restoration Rit though, that's a waste of time.

In general, as a physical, here's a list of skills you want:
Prot Spirit, Aegis, Strength of Honor, Splinter Weapon. Distribute them across all your heroes or focus them onto one of them, whatever suits you.


Henchmen selection is important:
Avoid melee henchmen (Warriors, Assassins and Dervishes) since the AI is terrible.
Ranger heroes offer minimal benefit (their interrupts are nice and they benefit from Orders, but that's it).
Elementalist heroes are the best damage options you can get from henchmen really, they're ok and ones like Herta even bring some defense.
Mesmer henchmen are more varied. Some are good (Erys Vasburg in Factions is ok, he has three interrupts (two of them AoE and one inflicts knockdown) and decent survivability) but others are bad (Seaguard Hala and Lo Sha in Factions). Lo Sha is fairly good in EotN with Ineptitude and Shadow of Fear being decent anti-physical stuff, but he only has the one interrupt.
Necromancer henchmen almost always have Blood Ritual. That's pretty much the only reason to take them but sometimes it's enough (the AI often has energy issues, this helps make up for it).
Monk henchmen typically have poor bars, but they're good enough to keep you alive long enough for you to kill the enemy. You don't need to bring a dedicated healer/prot hero to keep you alive.


All the advice here is very general, but it's enough to get you through the Ooze Pit NM (which is an easy area if you do things right) and should help you understand and perform significantly better.

Erin The Bow

Ascalonian Squire

Join Date: Nov 2008

Fire and Ice [ICE]

R/

I did the Ooze Pit a couple of days ago in HM with H/H and it really isn't too hard.
I took MoW and Livia with a slight variation of their Sabway builds and Gwen as a Panic mes.
I used a spirit spammer build.

For henchmen I used the two monks, Talon and Cynn.

Me (A/Rit) Owhj8NgsITVTXTlT+gnNMT0gtlA
Communing 12, Channeling 12
Hourglass Staff to get energy to 47
A longbow for pulling

Master of Whispers (N/Rit) OAhjUMGcIP1sM21eyNMHnV1LGA
Restoration 12, Soul Reaping 12+1
Major Vigor, Runes of Vitae (2), Survivor Insignia (2)


Livia (N/Rit) OAhkYoHLoGGTeQoZJsDlBrXVN5C
Curses 11+2, Communing 10, Soul Reaping 10+1, Restoration 1
Major Vigor, Runes of Vitae (2), Survivor Insignia (2)


Gwen (Me/Monk) OQNDAqwzN0gpnp7CcTzALfZC
Domination 12+1, Fast Casting 10+2, Inspiration 7
Major Vigor, Runes of Vitae (2), Survivor Insignia (2)

Once inside go straight north to the first pressure plate. You will have to face one of the
biggest mobs of ooze in order to proceed.

Defeat this group with careful pulling. Flag the H/H away from the mob. Put up the spirits
near the mob and pull the ooze into the spirits. (Targets should be Earthbound first).

Go back so that you are within the H/H circle and cast Summon Spirits. Some of the ooze will
follow. Target and kill them. Repeat this procedure until they are all dead.

There will be another big mob at the door opened by the first pressure plate. Handle this mob
in the same way. (Be careful of the rolling rock!)

Follow the southeast path. The rest of the dungeon is not overly challenging (other than being
HM). Use the pulling technique to get the boss key from Glop.

At the bosses, flag the H/H by the door. Set up the spirits on the stairs and pull one of the
Prismatic Oozes. Go back to the H/H and cast Summon Spirits. Eventually, one of the Prismatics
will follow - target it and kill it together with the ooze it spawns. Do the same with the
other two.

caym

Pre-Searing Cadet

Join Date: Sep 2005

N/Mo

Thanks all for the advice and tips. I'll start making some changes and see what happens