I'm trying to do the damned war in kryta missions, but am stuck at the Temple of the Intolerable mission. Can't kill the Kril or whats his name at the end...
So I request a build which is composed of an ele with five more heroes. If you will.
Need a 6-man build
Inari
Leot
The key to completing that mission is patience. Eventually the waves of enemies will stop spawning, thus making the boss easier. Also since you're playing ele it is easier to stand at the right side and attack the boss' group through the wall with Searing Flames or something. I used a Xinraes weapon healer, a AoTL MM, Ineptitude mesmer, ether-renewal protter hero and a SoS hero and I found it be rather easy (but make sure your armor is infused).
Lyv
Clear the area of all the patrols, so you won't have to worry about it.
Then, go for the boss and focus on the mobs he spawns, he'll go down eventually. Tactics matter more than builds here, imo.
I used a SoS resto, Esurge mes, minion bomber with UA, RoJ and Invoke (before nerf), playing E/A AP air caller. I wasn't infused, so pulls were tedious...
Then, go for the boss and focus on the mobs he spawns, he'll go down eventually. Tactics matter more than builds here, imo.
I used a SoS resto, Esurge mes, minion bomber with UA, RoJ and Invoke (before nerf), playing E/A AP air caller. I wasn't infused, so pulls were tedious...
Andemius
Discord still works here.
I did it most recently on my sin and monk. Take 3 discorders, Panic, and Inept.
Wait out the waves till they're really far apart, then rush the boss. If you wipe it doesn't matter, just return and do it again. I'm not 100% sure, but I think once he's spawned his 75%, 50%, 25% support, they won't spawn again, so don't worry about his regen.
If it comes down to it, just spike to bring him down.
I did it most recently on my sin and monk. Take 3 discorders, Panic, and Inept.
Wait out the waves till they're really far apart, then rush the boss. If you wipe it doesn't matter, just return and do it again. I'm not 100% sure, but I think once he's spawned his 75%, 50%, 25% support, they won't spawn again, so don't worry about his regen.
If it comes down to it, just spike to bring him down.
Relyk
I use discordway, panic, and st rit on my ele.
Spiritz
War in Kryta did something that anet never bothered with before and that was to enforce tactics.Pre Wik most quests/missions could be rushed into and done - anything from all hench to all heros and most without any real team builds needed.
With Wik and the possibility of 1 of 2 builds for each foe it made things harder for most ppl - we were not used to it nor expecting it.So we had to think a bit more and plan a bit more - and the temple quest is a gd example of this and patience is needed , well more required.
So dont think its your setup or quests too hard - most have thought that themselves when they had it first time - myself i even charged in 3 attempts before it set in what needed doing.The methods the others have suggested will work , also take anything along for dp removal and even summoning stones as they can be quite helpful - and the biggest and most needed thing is to ensure you and your hero team are infused - it can be done without but its not easy ( this is from the man who somehow got thru ring of fire and end of prophs only to find out he forgot to get infused - much to amusement of other team members who enjoyed watching my chr die constantly lol )
With Wik and the possibility of 1 of 2 builds for each foe it made things harder for most ppl - we were not used to it nor expecting it.So we had to think a bit more and plan a bit more - and the temple quest is a gd example of this and patience is needed , well more required.
So dont think its your setup or quests too hard - most have thought that themselves when they had it first time - myself i even charged in 3 attempts before it set in what needed doing.The methods the others have suggested will work , also take anything along for dp removal and even summoning stones as they can be quite helpful - and the biggest and most needed thing is to ensure you and your hero team are infused - it can be done without but its not easy ( this is from the man who somehow got thru ring of fire and end of prophs only to find out he forgot to get infused - much to amusement of other team members who enjoyed watching my chr die constantly lol )
Jeydra
Standard SoS, standard SoGM, standard AotL, standard UA and standard Dom Mes together with AP Air should take out this mission (just like it takes out all or almost all 6-man missions). If you're feeling brave or just simply in a risk-taking mood you could drop the UA for another Dom Mes even EA Fire, but it's not called risk-taking for nothing, so yeah.
akelarumi
hmmm, Somehow I expected a question like this way before.
To the OP. Guildwars is a game where to true challenge lies in making and finding your own build and that of your heroes. The skills you bring and the tactics you use makes you a badly player, an ok player or an elite player. There are a lot of ways to bypass this, but to be truly good at this game my advice is to start constructing your own. From your question I guess you have a sattisfying 8 man build. So this is a great opportunity to start, and though I may sound a bit harsh I will help you on the way.
Typically all team builds have the following structure
4 man area: 1 melee, 1 healer, 2 casters
6 man area: 1 melee, 1 healer, 3 casters and the last can either be a healer or a caster.
8 man area: 2 melee, 2 healers, 4 casters.
Although this basic structure is very old it still counts. The difference is that at the good builds you find on e.g. pvx, they decided to not put one role on one hero, but to spread it. if all or most heroes are healer, it isn't a big problem when your healer dies. if you use minion's as melee it's best to spread them out over e.g. 3 necro's so if one of them dies you don't find your total line of defense turned against you.
In the case of WiK it is a situation where 1 melee, 3 casters and 2 healers would be optimal (or actually 1 melee, 2,5 casters and 1,5 healers) but still with balance and spread out function of modern teambuilds.
So now go and look at your (8 times 8 equals) 64 skills in your 8 man build and see wich 16 skills you can do without. Now make sure you get the remaining skills as balanced into 6 people as they where balanced with 64 skills and 8 people. I garanteu you that you'll end up with a pretty awesome setup. And you did it all by yourself
Last advice. That quest is a nasty sucker. Even with pretty good builds you will need tactics like flagging, pulling and calling targets. My favourite is to clear the groups ahead of the end boss area (in the bigger square downstairs) then i flag my group at the other side using spirits as a barrier. The good thing bout this tactic is that you don't have to bother bout the spawning groups. The bad things is that heroes doesn't always listen to the flag like they should and I loose to many ressurection skills and healing skills on the way to the flag. The tactic Leot mentioned bout going round and using nuking skills that don't require eyesight from the back of the temple works awesome too btw.
ow and like Spiritz said, make sure you have infused armor. It can be done without but out of personal experience I can tell you with infustion it is a lot easier
To the OP. Guildwars is a game where to true challenge lies in making and finding your own build and that of your heroes. The skills you bring and the tactics you use makes you a badly player, an ok player or an elite player. There are a lot of ways to bypass this, but to be truly good at this game my advice is to start constructing your own. From your question I guess you have a sattisfying 8 man build. So this is a great opportunity to start, and though I may sound a bit harsh I will help you on the way.
Typically all team builds have the following structure
4 man area: 1 melee, 1 healer, 2 casters
6 man area: 1 melee, 1 healer, 3 casters and the last can either be a healer or a caster.
8 man area: 2 melee, 2 healers, 4 casters.
Although this basic structure is very old it still counts. The difference is that at the good builds you find on e.g. pvx, they decided to not put one role on one hero, but to spread it. if all or most heroes are healer, it isn't a big problem when your healer dies. if you use minion's as melee it's best to spread them out over e.g. 3 necro's so if one of them dies you don't find your total line of defense turned against you.
In the case of WiK it is a situation where 1 melee, 3 casters and 2 healers would be optimal (or actually 1 melee, 2,5 casters and 1,5 healers) but still with balance and spread out function of modern teambuilds.
So now go and look at your (8 times 8 equals) 64 skills in your 8 man build and see wich 16 skills you can do without. Now make sure you get the remaining skills as balanced into 6 people as they where balanced with 64 skills and 8 people. I garanteu you that you'll end up with a pretty awesome setup. And you did it all by yourself
Last advice. That quest is a nasty sucker. Even with pretty good builds you will need tactics like flagging, pulling and calling targets. My favourite is to clear the groups ahead of the end boss area (in the bigger square downstairs) then i flag my group at the other side using spirits as a barrier. The good thing bout this tactic is that you don't have to bother bout the spawning groups. The bad things is that heroes doesn't always listen to the flag like they should and I loose to many ressurection skills and healing skills on the way to the flag. The tactic Leot mentioned bout going round and using nuking skills that don't require eyesight from the back of the temple works awesome too btw.
ow and like Spiritz said, make sure you have infused armor. It can be done without but out of personal experience I can tell you with infustion it is a lot easier
KotCR
1. Ne/Rt with Mend Body & Soul, Spirit Light, Signet of Spirits, Splinter Weapon, and Signet of Lost Souls.
Choose various other skills for the other slots: Bloodsong, Protective Was Kaolai, Painful Bond, Flesh of My Flesh, Ancestor's Rage, Spirit Rift, Weapon of Warding, Nightmare Weapon, etc, are all worth considering. Leave that up to you.
Why Necromancer instead of Ritualist? As far as heroes are concerned, Necromancers are far less likely to run out of energy than Ritualist heroes; Ritualists do have good energy management, but the A.I. isn't always so hot with Spirit Siphon. And as this guy is both some damage and your primary healer, you'll want to make sure he doesn't run out of energy.
Necromancer heroes are also more readily availiable than Ritualist ones.
2. Rt/Any with Soul Twisting, Shelter, Displacement & Boon of Creation.
Other optional skills worth considering are: Union, Signet of Spirits, Flesh of My Flesh, Feast of Souls/Spirit to Flesh (micro), Rupture Soul (micro), Binding Chains, Guided/Ghostly Weapon, Sundering/Brutal Weapon, Armor of Unfeeling, Vital Weapon, Ranger secondary for Frozen Soil (good for HM WiK, it sucks facing four mobs in a single group that spam "We Shall Return!"), Ele secondary for Ward of Stability, Paragon secondary for Command Support Skills, Monk secondary for Strength of Honour, etc, etc.
3. Mesmer/Any. Panic, Shatter Hex, various Domination damage, various Inspiration energy management.
Other skills worth considering: Anything goes here, really, if it does damage or utility, it'll be useful. Keep in mind possible energy constraits.
4. Anything that does damage.
5. Anything that does damage.
6. Paragon/any, Necromancer/any, Ritualist/any, or Smiting Monk with Smiter's Boon.
Basically, anything that can do a bit of damage and/or carry some useful support or utility, and have enough energy availiable left over to apply secondary spot heals or protection should the #1 Signet of Spirits Necromancer or the #2 Soul Twisting Ritualist get in a bad spot.
Finally: Make sure somebody somewhere has enchantment removal; Preferably stacked enchantment removal like Pain of Disenchantment (E), Shatter Storm (E), Rend Enchantments or a high-specced Strip Enchantment if Blood Magic is your thing.
If you are playing a physical-based character, you will probably want to bring additional hex removal rather than just the single copy of Shatter Hex somewhere; Most likely a stacked-hex remover such as Expel Hexes (E), Peach & Harmony (E), Divert Hexes (E) or Convert Hexes, which you might want to disable and micro. If not going for one of these options you might just want to bring 3+ Hex Removal skills instead of just the 2.
Also if playing a physical-based character, you'll probably want some Anti-Block somewhere too; Defile Defenses, Rigor Mortis or carrying the PvE only-skill Asuran Scan are the best options; Though there is more if you want and think you can make them work.
Yeah, player casters don't need those previous two things and generally have an easier time with a bit more team-build flexibility, but there's still enough room to make a team your own when playing a physical-based character, and be effective, so long as you keep the above points in mind.
Choose various other skills for the other slots: Bloodsong, Protective Was Kaolai, Painful Bond, Flesh of My Flesh, Ancestor's Rage, Spirit Rift, Weapon of Warding, Nightmare Weapon, etc, are all worth considering. Leave that up to you.
Why Necromancer instead of Ritualist? As far as heroes are concerned, Necromancers are far less likely to run out of energy than Ritualist heroes; Ritualists do have good energy management, but the A.I. isn't always so hot with Spirit Siphon. And as this guy is both some damage and your primary healer, you'll want to make sure he doesn't run out of energy.
Necromancer heroes are also more readily availiable than Ritualist ones.
2. Rt/Any with Soul Twisting, Shelter, Displacement & Boon of Creation.
Other optional skills worth considering are: Union, Signet of Spirits, Flesh of My Flesh, Feast of Souls/Spirit to Flesh (micro), Rupture Soul (micro), Binding Chains, Guided/Ghostly Weapon, Sundering/Brutal Weapon, Armor of Unfeeling, Vital Weapon, Ranger secondary for Frozen Soil (good for HM WiK, it sucks facing four mobs in a single group that spam "We Shall Return!"), Ele secondary for Ward of Stability, Paragon secondary for Command Support Skills, Monk secondary for Strength of Honour, etc, etc.
3. Mesmer/Any. Panic, Shatter Hex, various Domination damage, various Inspiration energy management.
Other skills worth considering: Anything goes here, really, if it does damage or utility, it'll be useful. Keep in mind possible energy constraits.
4. Anything that does damage.
5. Anything that does damage.
6. Paragon/any, Necromancer/any, Ritualist/any, or Smiting Monk with Smiter's Boon.
Basically, anything that can do a bit of damage and/or carry some useful support or utility, and have enough energy availiable left over to apply secondary spot heals or protection should the #1 Signet of Spirits Necromancer or the #2 Soul Twisting Ritualist get in a bad spot.
Finally: Make sure somebody somewhere has enchantment removal; Preferably stacked enchantment removal like Pain of Disenchantment (E), Shatter Storm (E), Rend Enchantments or a high-specced Strip Enchantment if Blood Magic is your thing.
If you are playing a physical-based character, you will probably want to bring additional hex removal rather than just the single copy of Shatter Hex somewhere; Most likely a stacked-hex remover such as Expel Hexes (E), Peach & Harmony (E), Divert Hexes (E) or Convert Hexes, which you might want to disable and micro. If not going for one of these options you might just want to bring 3+ Hex Removal skills instead of just the 2.
Also if playing a physical-based character, you'll probably want some Anti-Block somewhere too; Defile Defenses, Rigor Mortis or carrying the PvE only-skill Asuran Scan are the best options; Though there is more if you want and think you can make them work.
Yeah, player casters don't need those previous two things and generally have an easier time with a bit more team-build flexibility, but there's still enough room to make a team your own when playing a physical-based character, and be effective, so long as you keep the above points in mind.