Searing Flames best Elementalist elite ever!!
I won't exaggerate, Foundry HM is really hard, but once I could consistently get to the fifth room relatively intact completion was only a matter of time. Making do without "Save Yourselves!" - uber defensive skill there, notice how aga, Life Bringing and Relyk all used it - was difficult; I had to cope with ~400 damage nukes that would instantly kill any unprotted target. After failing several times and almost considering going ER Prot myself, I realized that Paragons could not only provide "Stand Your Ground!", they could also provide "They're On Fire!". The first time I tried that build I cleared things a lot easier than before, and that I realized was the answer.
Mucho Gracias to Life Bringing, without whose help I might never have gotten past the third room. The build I used is still imperfect, but it worked, so
Tips for those who would try:
1. Be ready to fail. Foundry is hard, and I mean hard. It makes Forgewight HM look easy. Just about every single mob needs to be carefully aggro'ed, and you absolutely cannot risk deaths. At this point I think I have like a 25% chance of success each time I enter the area.
2. Not every Titan, when killed, spawns monsters. Even two Despair Titans can behave in different ways. You'll have to learn which that do and which that do not, sadly.
3. Try to have a hard res on a hero that you can flag!! If you can't, you'll have to risk your pack of 4 heroes to bring the brunt of your damage to bear, and equally risk a wipe and restart. I didn't; this is a flaw in the teambuild.
4. The spawns from Titans aren't tied to the original mob or to each other. That is, they stay where they spawn and will chase you. It means you can easily take on 6 Anguish Titans, or even 8, by aggro'ing at long range -> kill a couple of them -> run far away and disengage. The Despair Titan spawns will not retreat with the rest of the Anguish Titans, and you can easily kill them at your leisure.
5. The really dangerous Titans are the Rage Titans (Earth Eles). The most dangerous Margonites are the Margonite Sus (Air Eles). Get Burning on them ASAP. Dryder + Dream Rider mobs are very dangerous as well. From experience targetting the Dryders first is better than killing the Dream Riders, because although Dryders don't cast very often if they do cast when they're not burning or - God forbid - when "Stand Your Ground!" isn't up, you risk a wipe.
6. To get past the second room: do the Life Bringing tactic, flag your heroes in first (split up, a lot), set up spirits, etc, and then only walk in yourself.
7. To get past the third room: go for the far corner, and flag there. You won't aggro any random patrols, but you still must be careful with your aggro. If you can fight the patrols one by one, it's not too bad.
8. Midway through the area you get a 10k experience boost. Save it for when you need it; it can immediately remove 60% DP from everyone in the party.
9. When pulling Rage Titans, be sure to avoid bringing Churning Earth and Eruption onto the rest of your team! EBSoH is a luxury (you can afford to outlast the Demons - they don't have strong heals), don't risk AoE exploding on your team just to get your heroes into EBSoH.
10. Remember to micro Panic, spirits, Splinter Weapon on physicals, Prot Spirit and Spirit Bond on DP'ed targets, etc. In fact, be ready to micro all these and ignore your own bar. No one said Foundry was easy.
11. The hardest part of the entire area is definitely The Fury. Know where he will spawn and don't be there when the Black Beast's mob dies. After that know his long pull range (it's slightly behind where I am in the screenshot). Spam spirits beyond that, pull and kill the Dryders first (they will stay behind longer for some reason), then kill the Ki's when you can. Be patient if you must; they will eventually die. Do NOT prot yourself, do NOT cast your enchantments, in fact do NOT even cast any spell, although you can put down EBSoH before aggro. 250 damage from Shatter Enchant / Cry of Frustration is deadly. I learned all this the hard way, that's why I have 60% DP in the screenshot. At this point it might be possible to improve the build with a snare somewhere (perhaps Pin Down on the Ranger), but I haven't tried.
SF best Elementalist Elite ever (even though it hits for 34 damage on Fury Titans rofl)!!
And so we have:
Quote:
Originally Posted by Jeydra
My understanding of UW, FoW and DoA post update, with (relatively) balanced builds:
FoW NM: doable, easily
FoW HM: doable, easily - in fact I've even done it once with 6 heroes instead of 7, some of which weren't runed
UW NM: done with consumables, should still be doable without them
UW HM: unknown, possibly impossible
DoA City NM: doable, easily
DoA City HM: should still be doable, although not so easily
DoA Gloom NM: doable easily
DoA Gloom HM: should be doable, but not easy
DoA Foundry NM: doable
DoA Foundry HM: doable, but exceedingly difficult
DoA Veil NM: doable easily
DoA Veil HM: should still be doable, but not easy
DoA FR NM: doable
DoA FR HM: done with consumables + perma Sin (it's a micro'ed SC, as Life Bringing put it ...), possibly impossible otherwise
It's a jungle out there in this new era