Ravenheart Gloom NM Trouble

Braxton619

Braxton619

Desert Nomad

Join Date: Jul 2008

A/W

Hi guys I am running a 7H team and trying to do Ravenheart NM and on the quest To the Rescue I seem to get owned because while i'm fighting in front of the cave... they seem to keep coming and then 20+ is there and they slowly kill my team... I have no trouble when there is like 10-15 but over 20 it gets bad tough. Any advice on this quest?

THANKS!

Divine Ashes

Divine Ashes

Wilds Pathfinder

Join Date: Aug 2006

Chicago

LFG

R/

I've only ever had minor problems with this quest. If you can manage it (as in, you're a ranger/warrior/para/derv/assassin), then bring Save Yourselves for the armor boost. Besides that, I'd recommend bringing some form of AoE yourself. Also, some form of the following:

Minion bomber: just build some kind of army on the way to the defending point.
Ineptitude Mes: wonders for the Earth enemies.
Panic Mes: Big ball + Panic = pwned
SoS Rit: Spirits and some resto magic
SoGM Rit: Moarrrrrr spiritzzz
UA Monk: Quick reses can be a huge lifesaver, just bring some heals like Dwayna's along.

The last slot is really up to you. An SS Nec could be allright, but it wouldn't synergize well with the mesmers. I usually bring along a Cultist Fervor nec with Dark Fury and Order of Pain to assist in Adrenaline building and to help out in damage. Just bring some form of self-heal in the form of blood magic so he doesn't constantly die. Apart from these, an RoJ monk could be helpful. Providing some additional healing power in addition to firepower for the large group.

Edit:
Also, worth to note that the Heart Tormentors are monks, and the Mind Tormentors can be a pain if you're using Save Yourselves. These two should be priority targets.

Braxton619

Braxton619

Desert Nomad

Join Date: Jul 2008

A/W

Yeah it seems those Mind ones bringing SI is a big problem for SY.

But I was running this:



Thanks! Is there a problem you think in the team build?

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

don't bother with ER. Hero can't cover ench itself and will get stripped rather fast. They don't tend to recast it often before running to 0 energy mid-fight. HBurst monk or another N/Rt

Braxton619

Braxton619

Desert Nomad

Join Date: Jul 2008

A/W

Yeah I could try that. Is that all that needs correcting?

darktyco

Lion's Arch Merchant

Join Date: Nov 2006

I've tried and failed at this twice now w/ 7 heroes as well. My very standard team:

0: Me: Necro running half curses and half PvE skills. R7 LB Gaze, MoP, Enfeebling Blood, E.V. Assassin support, Technobabble (elite varies, but usually I go /Rt and bring SoS or DWG).
1. ST Rit
2. SoS Rit
3. Panic Mes
4. Ineptitude Mes
5. Resto Necro
6. MM Necro (Jagged Bones, Masochism, Putrid Bile)
7. UA Healer

I survive for quite a long time without any problems but I think we just can't kill fast enough because we eventually get overwhelmed. I use this team in all HM missions, vanqs, NM Battle for Lions Arch, etc. and rarely have any issues.

Is it worth it for a Necro to bring SY? I could pack LB signet and a spear. Braxton if you get past this one let me know what worked for you!

FengShuiDove

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

So you're aware, there is no foolproof build for DoA. This is one of the few areas in the game heroes can't just do for you, so you'll probably take a few wipes before you figure out how to do well. I can now do Foundry with near 100% success rate using a build I thought couldn't get past room 3 a few days ago.

That having been said, I know Asuran Scan was nerfed, but bring it. It's still one of the best skills in the entire game for physicals, especially in areas where blind is prolific.

My standard lineup that can do a full run (NM, no cons personal or otherwise):

1. A/W Dagger + SY Spammer
2. N/Rt Xinrae's Weapon Resto (Life, PwK, Spirit Light, WoW, SoLS, MB&S)
3. Rt/* Soul Twisting (Shelter, Union, Dissonance, Armor of Unfeeling, Boon of Creation, Signet of Creation)
4. Me/Rt Panic Resto (Panic, Mistrust, Unnatural, Overload, PwK, FoMF)
5. Me/* Ineptitude (Standard Inept bar)
6. P/* Soldier's Fury (Standard Para buffs, SYG, GftE, Can't Touch This for Veil)
7. Rt/Mo SoS (Standard SoS lineup with Smite Hex and Cure Hex)
8. Me/P Keystone Nuker (Keystone + crapload of signets)

The third Mesmer isn't essential at all, he's just there for damage, so bring your favorite damage bar there. In NM, I might even suggest an earth Ele for some extra Wards. You'll notice I have very little direct healing and a TON of damage mitigation. Additionally, the Paragon is nice for SYG, but you can probably do better for support and damage in that role.

Overall your build looks decent, I'd say experience may be the biggest factor.

darktyco

Lion's Arch Merchant

Join Date: Nov 2006

Hey, just wanted to post that I was able to beat this quest on my first try over the weekend. Got advice in another thread to stay back behind the line of adepts and not just try to plow through all the incoming waves at once. So I switched my MM to N/Me and stayed back and it worked like a charm. The rest of Gloom was pretty easy in comparison.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by FengShuiDove View Post
1. A/W Dagger + SY Spammer
2. N/Rt Xinrae's Weapon Resto (Life, PwK, Spirit Light, WoW, SoLS, MB&S)
3. Rt/* Soul Twisting (Shelter, Union, Dissonance, Armor of Unfeeling, Boon of Creation, Signet of Creation)
4. Me/Rt Panic Resto (Panic, Mistrust, Unnatural, Overload, PwK, FoMF)
5. Me/* Ineptitude (Standard Inept bar)
6. P/* Soldier's Fury (Standard Para buffs, SYG, GftE, Can't Touch This for Veil)
7. Rt/Mo SoS (Standard SoS lineup with Smite Hex and Cure Hex)
8. Me/P Keystone Nuker (Keystone + crapload of signets) It's definitely experience that's a factor.

I hadn't been in DoA for a long time since I pretty much do ZB/ZM all the time.

Today I tried it on my monk (had R8 LB title which helped). SY! is kind of like cheating.

Me on UA (16DF headgear)
P/Mo with empathic removal
Me/Mo Panic
Me/Mo Keystone
N/Rt healer
Rt/ SoS hybrid resto
Rt/ ST rit
Mo/Me Smiter's Boon



For gloom, don't storm in at the beginning for "To the Rescue!" flag ST hero back, Paragon hero up front. Then let panic do the heavy lifting.

At second part (The Rifts Between Us), it's easy... just pull and don't stand next to Torment Claw.

After Greater Darkness, flag heroes back whenever you kill a darkness. They spawn 5 earth tormentors. I forgot about this and ended up with 30 earth tormentors due to killing them all at once.

I didn't use any pcons or party cons or DP removal.