[HM] The Underworld & Dhuum discussion

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Shelter and run at least two healers, both stacked with party heals. There is no way 1 PWK can keep up with judgement. Life tends to get blown up by judgement so that will proc the heal when needed. Everything else that is hard in UW tends to be AoE party damage anyway (skeletons, dryders) so that will probably help your failure rate too.

Pain Inverter on judgement will also make the dhuum fight go dramatically faster, but you will need to spiritize some heroes to take advantage of it.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by HigherMinion View Post
None of your heroes become spirits? You really need Reversal of Death or Asuran Scan. One copy would do... Pick a hero, any hero. Asuran Scan would work vs the skeletons, so if you can fit it on your bar- do it.
Well, AScan will work for the player. But that means keeping aggro on yourself the whole time so he doesn't get the heroes. Which in turn makes it hard for you to run around AScanning skeletons.

All in all, I'm tempted to say: I make an exception to the "real pros don't need cons" rule for Dhuum. He was designed with an utterly ridiculous mechanic that doesn't exist anywhere else in the game and does not have any real counters in the normal skillset. If someone wants to use DP-removers to counteract Dhuum's touch, otherwise use no cons, and call it a "no cons" accomplishment, I'm fine with that.

North Devon Dog

Pre-Searing Cadet

Join Date: Mar 2011

I agree with the above. Whats a honeycomb between friends?

I have been trying to hero all the Elite missions in NM without cons and have had no problem except with Dhuum, who completely nailed me (camped and healed the reaper in FH if your interested, still failed loads even in NM) Whats clear, the healing and therefore the builds you can use in NM would be useless in HM but the opposite is not true so there could well be a definitive build for doing this. Respect to you guys doing this in HM (particularly the four horsemen tactics).

I would say that if you have done all 10 missions without cons before, then using cons to get to Dhuum makes sense, that's what I will do, it will significantly reduce the time to get to him. As long as you defeat the swingy fool without cons then fair enough.

I really hope you guys succeed and post a nice post of the way you did it so us minnons can follow your lead :-)

Until you do I'll keep trying

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

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I'm doing UW HM purely for the challenge it offers and so I can rub my e-schlong on my guildies' faces (and by guildies I mean the bunch who haven't logged on in 2-4 years) and say how I beat UW without drugs, etc etc.

...
......Right. I personally will not touch any sort of consumables until I've done all 10 quests & killed Dhuum in the same run - without using those. And I'm pretty sure I can accomplish this soonER than I had expected, I've tweaked the setup I posted in this thread to be more Dhuum-friendly. It doesn't involve Asuran Scan, though. What I'm going to do is I'll sacrifice one of the mesmers at the start for Reversal of Death. After that it shouldn't be too hard - ST rit with Earthbind will prevent most of D's damage.

Which leads to my final question: What happens if Dhuum gets to 20% before rest bar is full? Do I still have to wait for the bar to get filled by reapers?

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by EFGJack View Post
Which leads to my final question: What happens if Dhuum gets to 20% before rest bar is full? Do I still have to wait for the bar to get filled by reapers?
Yes, the rest bar must fill. Your sacrificed hero can help with Dhuum's Rest too.
There are reports of people disconnecting if you drop Dhuum's health to zero before filling the rest meter, but I've never experienced that.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Xenomortis View Post
Yes, the rest bar must fill. Your sacrificed hero can help with Dhuum's Rest too.
There are reports of people disconnecting if you drop Dhuum's health to zero before filling the rest meter, but I've never experienced that.
It was fixed within the first week after Dhuum was added. At that time, there was also a related bug where he'd go underground and sometimes not return if he was at 0hp. I had that once.

D H U U M

Frost Gate Guardian

Join Date: Jun 2010

Quote:
Originally Posted by Chthon View Post
It was fixed within the first week after Dhuum was added. At that time, there was also a related bug where he'd go underground and sometimes not return if he was at 0hp. I had that once.
The bug is not fixed. Just did a UW run a month ago with other guildies. We dropped him before the bar filled and promptly got the game lock up with the choice of trying to connect again. Of course even trying to reconnect resulted in a failure. Wasn't just me either so it wasn't just my end. It was every member in the team.

It is certainly not a fun bug to encounter as you just wasted all that time to get screwed over at the end.

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

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Well, shit. I got to Dhuum while running Backbreaker & Earthbind and I died in less than 15 seconds, Judgment destroyed Shelter & displacement and Dhuum killed me swiftly afterwards. I did get surprisingly far even while running around in Ghost form for like 40 something minutes, the encounters' certainly not made while keeping heroes in mind. Ohwellz, at least I learned Dhuums' summons do indeed count as "Summoned" monsters, Spiritual Brain and Holy Spear seemed to kill the adds rather quickly.

Next time I'll make sure to survive through the first Judgment so I can keep D H double U under control.



And yes, there are mercs but you can run the same setup without 'em.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

I was screwed over by the empty life bar thing as well. It doesn't bug every time but it still happens sometimes. There's no advantage in knocking him below 25% anyway so just avoid it.

D H U U M

Frost Gate Guardian

Join Date: Jun 2010

Ah that really sucks EFGJack about the last run to get a 15sec wipe. As I have been playing around in UW NM though I have noticed great mes work can completely shutdown Dhuum. If there is anyway for you to toss on any more fast interrupt skills on their bar it can really help reduce the rate you have to deal with Judgment, especially if you are able to at least neutralize his first one. From there you could get the spirits up and start to KD him.

It is a little tough to tell the exact placement of your heros on the picture. For me though I have put my mes in 1 and 2 slot to make them mobile from the group. I place them just in front of the center pedestal where they are in reach of Dhuum's start location. Then once you move the last into the room and he becomes hostile, the mes quickly pounce on Dhuums casting.

I don't know how important VOR and Backfire is on your mes for the UW run, if doable though I would look to replace those for interrupting. Ultimately those two are pretty worthless at Dhuum.

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

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I have not been running vor/bf since the very first post. Qnd it wasn't a 15s wipe but just my own death. :-P

Aaaand heroes don't keep dhuums spells under control as he instantly recasts the skill if it gets rupted. I dont know if he does this on NM but he certainly does it on HM.

Koning

Koning

Wilds Pathfinder

Join Date: Jan 2006

Quote:
Originally Posted by EFGJack View Post
Aaaand heroes don't keep dhuums spells under control as he instantly recasts the skill if it gets rupted. I dont know if he does this on NM but he certainly does it on HM.
How about psychic distraction (it would disable the spell when it gets interrupted) or psychic instability (he would be KD'd)?

This thread looks interesting btw Makes me want to try it too

Killed u man

Forge Runner

Join Date: Feb 2006

Euhm, EFGJack, I myself, too, am looking for ways to beat UW HM with Heroes without the use of consets.

I find your Muddy Terrain idea brilliant, and I've decided to try it myself aswell.

As for Dhuum:

He becomes a walk in the park with SY.

Essentially, what you'll want to be doing is build your SY for 45 seconds, then wait for his judgement and the second it hits the floor, hit SY. (Which should last about 5 seconds aswell) In HM, it gets reduced to about +- 20 damage per pulse. (Less than a flurry of splinters)

Other than that, throw up a Shelter the second JoD ends, and you should be fine. I managed to stay alive in HM (WITH consets at 4H, but not as dhuum, before I knew about this muddy terrain trick) for 20 minutes against Dhuum this way no problem whatsoever. I died because I forgot to use SY :P

Do make sure you have some clovers for the unavoidable Dhuum DP skill.

EFGJack

EFGJack

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Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

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Quote:
Originally Posted by Killed u man View Post
Euhm, EFGJack, I myself, too, am looking for ways to beat UW HM with Heroes without the use of consets.

I find your Muddy Terrain idea brilliant, and I've decided to try it myself aswell.

As for Dhuum:

He becomes a walk in the park with SY.

Essentially, what you'll want to be doing is build your SY for 45 seconds, then wait for his judgement and the second it hits the floor, hit SY. (Which should last about 5 seconds aswell) In HM, it gets reduced to about +- 20 damage per pulse. (Less than a flurry of splinters)

Other than that, throw up a Shelter the second JoD ends, and you should be fine. I managed to stay alive in HM (WITH consets at 4H, but not as dhuum, before I knew about this muddy terrain trick) for 20 minutes against Dhuum this way no problem whatsoever. I died because I forgot to use SY :P

Do make sure you have some clovers for the unavoidable Dhuum DP skill.
Clovers are consumables dude, I'm not going to use them, they eliminate the one mechanic that makes the fight interesting. Anyway, I believe I know the basics of Guild Wars, thanks though.

And @Koning - It's better to build up against Dhuum while assuming he gets to cast his spells instead of trying to be clever with spells such as PD. ;>

Jeydra

Forge Runner

Join Date: May 2008

I'm making progress, I just feel like I'm completely reinventing the wheel. Still haven't gotten past 4H with a (at least theoretically) Dhuum viable build, but each time I try I get closer. Reminds me of the time when I first tried: each run tells me a little more about the tactics that I need to apply, and all that's left is simply to use them. If 4H is doable with this setup, the rest shouldn't be too difficult.

I'd love to run more defense just to deal with Dhuum, but the way 4H goes that's simply not possible: you need the offense. When I tried switching out one offensive hero for a mostly defensive one, I lost about 10 seconds of time wiping one wave. That's absolutely critical in 4H, however, and it was the difference between success and failure. Shucks.

I believe UW HM is doable H/H without consumables (including Clovers), it's just a matter of time until someone pulls together a run. For now though I'm carrying Res Scrolls into UW, cut out some of the absurdly long times it takes to clear quests.

If you interrupt Judgment, does it go on 45s cooldown?

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

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If you rupt Dhuum he will simply re-cast it in a matter of seconds. It's pretty funky.

Life Bringing

Life Bringing

Wilds Pathfinder

Join Date: Jul 2008

Fissure of Woe

[LOD]/[GS]/[DL]/[LOD*]

N/P

No, if your rupt judgment it goes on cooldown. It's the primary reason that SC groups never use a dream rider at Dhuum. The interruption slows down the killing dramatically because the damage comes from PI.

Killed u man

Forge Runner

Join Date: Feb 2006

Hey, I dind't know you were counting clovers as consumables.

Dealing with Judgement is easy, SY takes care of it. A single hero with prot spirit or a ST should take care of Dhuum's regular output.

So it's only a question of: How can we deal with his DP?

I think someone said you simply can not stop his touch DP skill, so you're only bet is snaring dhuum, trying to get to attack you, and asuran scan your DP off.

There simply is not other way to get rid of DP. But even then, last time I faced Dhuum, even his DP wasn't that big of a deal. (It was a really ez fight untill I decided to fall asleep and not use SY)

I don't know why you have so much troubles with him.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Killed u man View Post
There simply is not other way to get rid of DP. But even then, last time I faced Dhuum, even his DP wasn't that big of a deal. (It was a really ez fight untill I decided to fall asleep and not use SY)
http://wiki.guildwars.com/wiki/Reversal_of_Death
It's probably advisable to let a hero die just for that skill.

Save Yourselves isn't really an option for casters and may be hard to fit into a player bar depending on setup.

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

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Quote:
Originally Posted by Killed u man View Post

I don't know why you have so much troubles with him.
I have not been using SY because a certain elementalist is jealous he can't take advantage of it.


Quote:
No, if your rupt judgment it goes on cooldown. It's the primary reason that SC groups never use a dream rider at Dhuum. The interruption slows down the killing dramatically because the damage comes from PI.
Well, shit. I should play while am sober more often and actually pay attention what gets rupted. ;> I believe I'll try and fit SY in somewhere and actually get done with this, without it it's too jumpy as he can kill a hero really quickly if he just sticks to the target... Last time I was up against him he kept going after spirits for like 20-25 minutes and no one took any dmg from anything but adds and judgment.

Carboplatin

Carboplatin

Jungle Guide

Join Date: Jul 2005

[PIG]

W/A

I gave the muddy terrain tactic a try like the video and just couldn't pull it off, they killed the reaper as I was running back. Maybe with a few more tries.

I can't seem to kill as fast as you did in the video, even with the same heros.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by EFGJack View Post
I have not been using SY because a certain elementalist is jealous he can't take advantage of it.
Lol!

Honestly, use SY, or you'll have to say you can't use Asuran Scan because a certain Elementalist is jealous he can't take advantage of it either. Besides, right now I'm using ER, so no complaints there.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Quote:
Originally Posted by Jeydra View Post
I'm having trouble motivating myself to spend another 2+ hours in UW just to kill Dhuum, but EFGJack's trying hard so perhaps I should try again ...

I have been considering E/Mo Protective Bond, which would abuse the one and only standout build available to Elementalists, but I'm debating whether I should try that or go for the standard E/A Air that'd be able to chain some KDs on Dhuum. With E/Mo Protective Bond, keeping the entire team alive is going to be difficult, considering one successful Judgement will destroy my energy in an instant. I could bond less people, but that would mean they have a good chance of dying quickly. And there's the matter of how to get DP off whoever Dhuum Touches. I could let someone die I guess ...

Earthbind + mass KDs seems like the best answer to Dhuum. With a dedicated build it should be possible for a Warrior to permanently KD someone. Much more difficult for a caster like me.

Will Ward Against Ham help against Dhuum? It would reduce damage from Judgement ...

A video of someone killing Dhuum with 7H (or something similar), regardless of NM or HM, would be very helpful. It doesn't have to be successful - a failed attempt is just as good. Anyone have one?

Which of the following is more likely to trigger against Dhuum: Bane Signet, or "Coward!"?
I haven't read through a lot of the thread, but the standard tactic in UWSC is to have the e/mo bond everyone, and with an essence and a fairly high max energy, keeps everyone alive while they pain invert him during judgement.

I've been through the UW only once, so my experience is limited, but I'm going to hazard a guess that that is one of the few (not only, but few - SY is a definite other option, ST rit can't hold on it's own though, and you need party wide coverage that a hero e/mo can't provide) ways to beat him. Energy should be manageable, but difficult - the main thing is to keep him off you. The E/mo will stand in the door and have everyone go slightly ahead of him, but the group will stay close too - if I remember correctly.

In NM, it should be much easier. Dhuum's like a monster elementalist with judgement - in NM, it's fine, no problem at all. In HM, it hits like a truck. Not to mention an auto-attack of 200+ from a scythe that hits multiple targets, and adding dp onto targets -.-

Let me know how it goes!

aga

aga

Krytan Explorer

Join Date: Feb 2009

England

A/

Not using SY is just pure arrogance and ignorance, not to mention stupidity. I understand not using cons, but refusing to use a pretty standard skill is pathetic. It's exactly the same as refusing to use a certain build, the arrogance in pretty skill-less GW PvE is truely outstanding.

People often say that PvP'ers have the biggest ego's, but man is that wrong, sure there are some pvp'ers with big ego's, but none that even come close to the ones I've seen around GW PvE. The worst thing is PvE'ers don't realise how arrogant and egotistical they actually are.

byteme!

byteme!

Forge Runner

Join Date: Jan 2006

On Earth

W/P

Quote:
Originally Posted by aga View Post
Not using SY is just pure arrogance and ignorance, not to mention stupidity. I understand not using cons, but refusing to use a pretty standard skill is pathetic. It's exactly the same as refusing to use a certain build, the arrogance in pretty skill-less GW PvE is truely outstanding.

People often say that PvP'ers have the biggest ego's, but man is that wrong, sure there are some pvp'ers with big ego's, but none that even come close to the ones I've seen around GW PvE. The worst thing is PvE'ers don't realise how arrogant and egotistical they actually are.
I'm better then the average player. I refuse to use meta because my builds are far superior and the fact I can use setups besides meta makes me automatically better then everyone. I use non meta builds because I can and to prove a point. If anyone uses meta/common builds I get to flame them, talk down to them and criticize them to death. I play GW with a calculator next to me so I can prove mathematically my skill bars are without a shout of a doubt the best. If you attempt to prove me wrong I got an army full of semantics and theorycrafts to shoot anyone down.

That sound about right or did I miss something?

Jeydra

Forge Runner

Join Date: May 2008

OK this is ridiculous. Heroes don't use Reversal of Death just to remove DP, they use it like Reversal of Fortune. I had like 3 heroes in spirit form and I still got Touched out. Absolutely ridiculous. I really don't think I'm going to micro every Reversal of Death cast, that's just bull****.

I think I'm done with UW until ANet updates hero AI to use Reversal of Death. At this point I can probably kill him with a stack of Clovers, but that won't be without consumables.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

People keep saying that "can't touch this" doesn't actually stop dhuum. But I've never had issues with DP when using it in normal mode at least. I don't chow consumables to fight his effect, nor micro heroes to remove DP, it just doesn't really hit anyone. I spent a summer away and the guildies I run UW on and off with said they failed on dhuum every time without me, despite running basically the same builds, except for no "can't touch this." Maybe it's masses of spirits combined with permasnare from shared burden that were doing all the work, but I'm not so certain.

Reformed

Reformed

Jungle Guide

Join Date: Aug 2009

Quote:
Originally Posted by FoxBat View Post
People keep saying that "can't touch this" doesn't actually stop dhuum.
I can confirm beyond any shadow of a doubt that CTT does not work on Dhuum. Whoever stays in range of him to tank (and I use that term very loosely here) is going to get touched at least a couple of times and will need removal so they don't DP out. If you aren't getting slapped with -15%'s then he just isn't targeting you with the skill.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Quote:
Originally Posted by FoxBat View Post
People keep saying that "can't touch this" doesn't actually stop dhuum. But I've never had issues with DP when using it in normal mode at least. I don't chow consumables to fight his effect, nor micro heroes to remove DP, it just doesn't really hit anyone. I spent a summer away and the guildies I run UW on and off with said they failed on dhuum every time without me, despite running basically the same builds, except for no "can't touch this." Maybe it's masses of spirits combined with permasnare from shared burden that were doing all the work, but I'm not so certain.
Key words; normal mode.

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

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Quote:
Originally Posted by Carboplatin View Post
I gave the muddy terrain tactic a try like the video and just couldn't pull it off, they killed the reaper as I was running back. Maybe with a few more tries.

I can't seem to kill as fast as you did in the video, even with the same heros.
Are you microing any skills on your heroes? Using Ancestor's Rage & splinter weapon on every cd is highly recommended as the heroes are often lazy with those two spells, then there's Shatter Hex, etc that you can use to put out as much dmg as possible. And even with maximum micro skillz I can't repeat 4HM every single time with the setup posted, however I now have a build capable of clearing all 10 quests with little to no chance of failure but I won't publish it until I'm confident it can put Lilla D back in his place.

Feel free to ask for tips and pointers though.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Quote:
Originally Posted by Plutoman View Post
Key words; normal mode.
It's nearly unheard of for monster abilities to be qualitatively different in different modes. If it's confirmed to work like that, wiki ought to be updated.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Quote:
Originally Posted by FoxBat View Post
It's nearly unheard of for monster abilities to be qualitatively different in different modes. If it's confirmed to work like that, wiki ought to be updated.
He does have a damage increase for the fact of being a higher level; but the more significant increase is the +move speed and +attack speed. Considering he is also a boss and does double damage, the level increase adds ~20% more damage (to his skills, too), and the attack speed increase adds increasingly more. A hit of 200 damage every 2 seconds is fine; a hit of 200 damage to heroes every 1.3 seconds or so is another story. The movement speed also means heroes kiting away can't escape at all, and may even kite into other heroes causing damage to multiple party members.

It's a big difference, though it may not seem that way at first glance. The skeletons are also harder to kill, move, and attack faster, making them more of an issue than before.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by EFGJack View Post
I now have a build capable of clearing all 10 quests with little to no chance of failure but I won't publish it until I'm confident it can put Lilla D back in his place.
I'm looking forward to seeing that.


---

Random note on ST: Remember that Judgment is spirit range and Shelter is (obviously) spirit range. Insane micro people might be able to keep Shelter out of Judgment range but inside spirit range of the party, except maybe one person adjacent to Dhuum.

Carboplatin

Carboplatin

Jungle Guide

Join Date: Jul 2005

[PIG]

W/A

Quote:
Originally Posted by EFGJack View Post
Are you microing any skills on your heroes? Using Ancestor's Rage & splinter weapon on every cd is highly recommended as the heroes are often lazy with those two spells, then there's Shatter Hex, etc that you can use to put out as much dmg as possible. And even with maximum micro skillz I can't repeat 4HM every single time with the setup posted, however I now have a build capable of clearing all 10 quests with little to no chance of failure but I won't publish it until I'm confident it can put Lilla D back in his place.

Feel free to ask for tips and pointers though.
Can't wait to see the new team build. I was actually only off by a few seconds and if i would have left as soon as the riders were dead, I think I could have made it.

Koning

Koning

Wilds Pathfinder

Join Date: Jan 2006

Quote:
Originally Posted by Carboplatin View Post
I can't seem to kill as fast as you did in the video, even with the same heros.
Well, I think you have to be aware of the fact that you don't have to kill every enemy in the eastern wave before moving on to the western wave at the reaper. You just have to make sure most of the terrorwebs are dead: the dhuum-guys don't do a lot of damage. Leave spirits/traps on your way back to the reaper: this will give you enough time to finish of the western wave at the reaper, and then kill off the rest of the eastern wave when they get to you.

Correct me if I'm wrong here, I'm also not succeeding every time yet

Killed u man

Forge Runner

Join Date: Feb 2006

Quote:
Originally Posted by Chthon View Post
I'm looking forward to seeing that.


---

Random note on ST: Remember that Judgment is spirit range and Shelter is (obviously) spirit range. Insane micro people might be able to keep Shelter out of Judgment range but inside spirit range of the party, except maybe one person adjacent to Dhuum.
Since your intire team takes damage from Judgement of Dhuum, shelter won't do much good. It'll die after 1 pulse.

Edit, also how did you deal with the pits quest? It's seems that when I take out my ST rite for a SoGM one (defence for offence), the spirits that spawn in the Pits just die instant to the fire AoE without there being anything I can do. I even micro prot spirit and spirit bond on them like a motherf*cker, but they all decided to ball up AoE.

Is there any trick (read AI glitch) I can pull off to prevent these spirits from engaging?

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Killed u man View Post
Since your intire team takes damage from Judgement of Dhuum, shelter won't do much good. It'll die after 1 pulse.
Assuming the usual 16/13 split, Shelter lasts 11 hits, or about a pulse and a half. (Also, the ST rit himself would be out of range, so only 7 people taking hits.)

If you micro Armor of Unfeeling as well, it lasts 22 hits, or about 3 pulses.

I'm much more worried about the micro being hopelessly impractical than about Shelter not stopping enough damage.

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

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@KUM - Kill the spawns from north before they engage the spirits.

And you're not factoring the reapers in Chthon, I'd ass-u-me at least 2 of them would be on range at all times. But yer, with proper micro that is indeed possible IN THEORY but in practice Dhuum keeps teleporting about and after he finishes doing it he's not likely to stand still and keep the range to ST rit the same it was prior to teleporting.

Killed u man

Forge Runner

Join Date: Feb 2006

Well, since EFJ is a warrior, he's got access to SY. (You do even bring it)

So I gues the issue still is, how can you prevent Dhuum from DP'ing you out without resorting to clovers, even tough they're cheap as shit, and can't even be concidered a con.

I do find that a minion master (I bring one, yes, I know) does miracles, as for some reason, Dhuum likes to aggro to bone minions. Better even, when you flag your heroes to the entrance gate of the hall (on a pile), Dhuum will barely every reach them, if at all.

He always teleports back to the center of the hall, and then runs/aggros to your team. If you block him, he seems to teleport, but from my personal experience, when minions block him (bone minions), he just sits there and eventually attacks the minnions.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by EFGJack View Post
@KUM - Kill the spawns from north before they engage the spirits.

And you're not factoring the reapers in Chthon, I'd ass-u-me at least 2 of them would be on range at all times. But yer, with proper micro that is indeed possible IN THEORY but in practice Dhuum keeps teleporting about and after he finishes doing it he's not likely to stand still and keep the range to ST rit the same it was prior to teleporting.
eh... got me there. Scrap that idea.