The new tombs
Warskull
As some of you may be familiar with, the previous incarnation of tombs has be renamed and moved to the battle isles. The new tombs is now a PvE area where you fight through four maps to kill 3 bosses at the end who drop a number of green items (you are likely to see 3+ green drops also.) This area cannot be solo farmed with any traditional solo farming build and needs to be more carefully approached to ensure success.
The reason this area is different from others is due to a new skill a number of the monsters have. "Finger of Chaos" is a skill unique to this area at the moment which has an affect based upon your class.
Warrior: Applies a condition with each attack (always blind or cripple)
Ranger: Attacks cannot be blocked or evaded.
Elementalist: Each attack interrupts.
Necromancer: Each attack removes a hex from the attacking monster.
Monk: Each attack removes an enchantment from you.
These take both your primary and secondary into account. Thus a W/R will be affected by blind and cripple every time he is hit and in addition be unable to block or evade the incoming attacks. An Ele/Monk will be interrupted each time he is hit and in addition lose an enchantment. For this reason it is important to note that there is no drawback for being a mesmer. As a result of this you may need to change your secondary class. For example no one should run a monk secondary unless they absolutely have to. Thus you should look at your build and determine what skills from your secondary you really, really, need. If you do not need secondary skills you should change your secondary to mesmer as it is the best possible secondary to run down there.
For Warrior: W/E and W/Me are the only remotely possible options. Being a W/Mo means no enchants will stick (thus no seeds or protection), being a W/R completely nullifies your stances, and being a W/N will make any hexes your team has (such as spiteful spirit) useless.
For Elementalist: You must play an E/Me down there. There is a very large amount of interrupts and the only way you have a realistic chance of getting off a spell is running an anti-interrupt stance. The E/Me will be bounds above every other possible ele combo (unless you plan to stay in back and just spam heal party as an e/mo.)
For Monk: You should play somewhat back and avoid being attacked. However you do not want to run a Mo/W. If an enemy sneaks past your warrior or a stray shot hits you, being cripple prevents you from escaping. Mo/E would be another very poor choice, however Mo/R or Mo/N should be workable.
For Mesmer: You get to choose the lesser of evils. Ranger secondary will probably end up hurting the least, however you should be able to work with Elementalist or Necro secondary if you watch your positioning. In addition you can use fast casting and anti-interrupt stances to counteract the elementalist penalty. If you are comfortable without enchants Me/Mo can work also.
For Necromancer: I would really suggest an N/Me due to the heavy amount of interrupting you will run into. At the same time an N/R should be easily workable and N/Mo if you choose to play without enchantments.
For Rangers: I would suggest R/Me more than anything else. The ranger penalty is fairly harsh and you are somewhat likely to draw agro as a ranger thus making the warrior, ele, and necro penalties quite undesirable. R/Mo can again work if you are willing to go without enchantments, but the swap to R/Me is easy and you probably weren't using much of your secondary anyway.
The reason this area is different from others is due to a new skill a number of the monsters have. "Finger of Chaos" is a skill unique to this area at the moment which has an affect based upon your class.
Warrior: Applies a condition with each attack (always blind or cripple)
Ranger: Attacks cannot be blocked or evaded.
Elementalist: Each attack interrupts.
Necromancer: Each attack removes a hex from the attacking monster.
Monk: Each attack removes an enchantment from you.
These take both your primary and secondary into account. Thus a W/R will be affected by blind and cripple every time he is hit and in addition be unable to block or evade the incoming attacks. An Ele/Monk will be interrupted each time he is hit and in addition lose an enchantment. For this reason it is important to note that there is no drawback for being a mesmer. As a result of this you may need to change your secondary class. For example no one should run a monk secondary unless they absolutely have to. Thus you should look at your build and determine what skills from your secondary you really, really, need. If you do not need secondary skills you should change your secondary to mesmer as it is the best possible secondary to run down there.
For Warrior: W/E and W/Me are the only remotely possible options. Being a W/Mo means no enchants will stick (thus no seeds or protection), being a W/R completely nullifies your stances, and being a W/N will make any hexes your team has (such as spiteful spirit) useless.
For Elementalist: You must play an E/Me down there. There is a very large amount of interrupts and the only way you have a realistic chance of getting off a spell is running an anti-interrupt stance. The E/Me will be bounds above every other possible ele combo (unless you plan to stay in back and just spam heal party as an e/mo.)
For Monk: You should play somewhat back and avoid being attacked. However you do not want to run a Mo/W. If an enemy sneaks past your warrior or a stray shot hits you, being cripple prevents you from escaping. Mo/E would be another very poor choice, however Mo/R or Mo/N should be workable.
For Mesmer: You get to choose the lesser of evils. Ranger secondary will probably end up hurting the least, however you should be able to work with Elementalist or Necro secondary if you watch your positioning. In addition you can use fast casting and anti-interrupt stances to counteract the elementalist penalty. If you are comfortable without enchants Me/Mo can work also.
For Necromancer: I would really suggest an N/Me due to the heavy amount of interrupting you will run into. At the same time an N/R should be easily workable and N/Mo if you choose to play without enchantments.
For Rangers: I would suggest R/Me more than anything else. The ranger penalty is fairly harsh and you are somewhat likely to draw agro as a ranger thus making the warrior, ele, and necro penalties quite undesirable. R/Mo can again work if you are willing to go without enchantments, but the swap to R/Me is easy and you probably weren't using much of your secondary anyway.
Karmakin
Good guide.
I suspect that in order to "farm" this area with any speed, you'll need a full balanced team. No tricks here.
I suspect that what will be needed is several monks, probably healing and prot, an interrupt ranger, (Fingers of Chaos actually takes a second or two to use..countering one..or more could be essential.), and enough power to take them down quick. Spread out so Energy Surge doesn't cream you, and be careful.
I suspect that in order to "farm" this area with any speed, you'll need a full balanced team. No tricks here.
I suspect that what will be needed is several monks, probably healing and prot, an interrupt ranger, (Fingers of Chaos actually takes a second or two to use..countering one..or more could be essential.), and enough power to take them down quick. Spread out so Energy Surge doesn't cream you, and be careful.
Divine Elemental
Quote:
Originally Posted by Warskull
As some of you may be familiar with, the previous incarnation of tombs has be renamed and moved to the battle isles. The new tombs is now a PvE area where you fight through four maps to kill 3 bosses at the end who drop a number of green items (you are likely to see 3+ green drops also.) This area cannot be solo farmed with any traditional solo farming build and needs to be more carefully approached to ensure success.
The reason this area is different from others is due to a new skill a number of the monsters have. "Finger of Chaos" is a skill unique to this area at the moment which has an affect based upon your class. Warrior: Applies a condition with each attack (always blind or cripple) Ranger: Attacks cannot be blocked or evaded. Elementalist: Each attack interrupts. Necromancer: Each attack removes a hex from the attacking monster. Monk: Each attack removes an enchantment from you. These take both your primary and secondary into account. Thus a W/R will be affected by blind and cripple every time he is hit and in addition be unable to block or evade the incoming attacks. An Ele/Monk will be interrupted each time he is hit and in addition lose an enchantment. For this reason it is important to note that there is no drawback for being a mesmer. As a result of this you may need to change your secondary class. For example no one should run a monk secondary unless they absolutely have to. Thus you should look at your build and determine what skills from your secondary you really, really, need. If you do not need secondary skills you should change your secondary to mesmer as it is the best possible secondary to run down there. For Warrior: W/E and W/Me are the only remotely possible options. Being a W/Mo means no enchants will stick (thus no seeds or protection), being a W/R completely nullifies your stances, and being a W/N will make any hexes your team has (such as spiteful spirit) useless. For Elementalist: You must play an E/Me down there. There is a very large amount of interrupts and the only way you have a realistic chance of getting off a spell is running an anti-interrupt stance. The E/Me will be bounds above every other possible ele combo (unless you plan to stay in back and just spam heal party as an e/mo.) For Monk: You should play somewhat back and avoid being attacked. However you do not want to run a Mo/W. If an enemy sneaks past your warrior or a stray shot hits you, being cripple prevents you from escaping. Mo/E would be another very poor choice, however Mo/R or Mo/N should be workable. For Mesmer: You get to choose the lesser of evils. Ranger secondary will probably end up hurting the least, however you should be able to work with Elementalist or Necro secondary if you watch your positioning. In addition you can use fast casting and anti-interrupt stances to counteract the elementalist penalty. If you are comfortable without enchants Me/Mo can work also. For Necromancer: I would really suggest an N/Me due to the heavy amount of interrupting you will run into. At the same time an N/R should be easily workable and N/Mo if you choose to play without enchantments. For Rangers: I would suggest R/Me more than anything else. The ranger penalty is fairly harsh and you are somewhat likely to draw agro as a ranger thus making the warrior, ele, and necro penalties quite undesirable. R/Mo can again work if you are willing to go without enchantments, but the swap to R/Me is easy and you probably weren't using much of your secondary anyway. |
I hate the New Tombs... ALthough Your Guide Seems To Make Sense
Be Ready For a Spike Team Again
( 2morrow That is D: )
Karmakin
Choking Gas.
That's the ticket I think.
That's the ticket I think.
QuixotesGhost
Quote:
Originally Posted by Warskull
For Rangers: I would suggest R/Me more than anything else. The ranger penalty is fairly harsh and you are somewhat likely to draw agro as a ranger thus making the warrior, ele, and necro penalties quite undesirable. R/Mo can again work if you are willing to go without enchantments, but the swap to R/Me is easy and you probably weren't using much of your secondary anyway.
|
I was in a group with 2 rangers (both trappers who both brought choking gas) and a mesmer that steamrolled most groups we came across. I think going heavy on the interupts is key here.
generik
Can I change my mesmer to become mesmer/mesmer?
Warskull
Quote:
Originally Posted by Divine Elemental
Hey Warskull..
I hate the New Tombs... ALthough Your Guide Seems To Make Sense Be Ready For a Spike Team Again ( 2morrow That is D: ) |
saphir
i love the new tombs!
finger of chaos is an awesome skill hehe. so evil and so needed =)
ah, so that's why i couldn't remember what finger of chaos did to mesmers.
hope the new hard hitting chaos mobs + dream riders + terrorwebs will teach players how to pay more attention to their surroundings, when to cast enchants, and how to stay back!
finger of chaos is an awesome skill hehe. so evil and so needed =)
ah, so that's why i couldn't remember what finger of chaos did to mesmers.
hope the new hard hitting chaos mobs + dream riders + terrorwebs will teach players how to pay more attention to their surroundings, when to cast enchants, and how to stay back!
Divine Elemental
Quote:
Originally Posted by saphir
i love the new tombs!
finger of chaos is an awesome skill hehe. so evil and so needed =) ah, so that's why i couldn't remember what finger of chaos did to mesmers. hope the new hard hitting chaos mobs + dream riders + terrorwebs will teach players how to pay more attention to their surroundings, when to cast enchants, and how to stay back! |
hehe
Me <-- Pervert..
but wow i just checked the old tombs a few mins ago.... and oh shit i almost shited my pants... ive heard you can get to HoH still there lol and get green items
so i was wondering since that old hoH has monsters.. whats the new HoH Look?
Warskull
Haven't gone into it myself, but from what I have heard once you get on the inside it is exactly the same as before.
Manic Smile
Quote:
Originally Posted by Karmakin
Good guide.
I suspect that in order to "farm" this area with any speed, you'll need a full balanced team. No tricks here. I suspect that what will be needed is several monks, probably healing and prot, an interrupt ranger, (Fingers of Chaos actually takes a second or two to use..countering one..or more could be essential.), and enough power to take them down quick. Spread out so Energy Surge doesn't cream you, and be careful. |
http://static.flickr.com/40/88824556_987fd999e7_o.png <----CLICK THIS!!!
http://static.flickr.com/38/88824557_df44931027_o.png
it's not uber fast but it's not really any slower then the full parties i've had
FyrFytr998
ANET certainly did their homewrok to make this farmer proof.
Banebow
Quote:
Originally Posted by Manic Smile
<snip>
|
I say, put a ranger spike group together. Should be able to drop groups of enemies very fast, and plow through the area faster than the five-man groups. It is all about the speed remember, the sooner you get through the sooner you can get a green! Or not, since there are eight of you, but hey, whatever!
Thanks for the info Warskull.
generik
Quote:
Originally Posted by Banebow
And so we are back to five man farming groups
I say, put a ranger spike group together. Should be able to drop groups of enemies very fast, and plow through the area faster than the five-man groups. It is all about the speed remember, the sooner you get through the sooner you can get a green! Or not, since there are eight of you, but hey, whatever! Thanks for the info Warskull. |
saphir
just wondering how many greens drop at the end?
i assume it's not 1 for each party member or else there wouldn't be any reason for minimizing party size.
i assume it's not 1 for each party member or else there wouldn't be any reason for minimizing party size.
QuixotesGhost
Quote:
Originally Posted by Manic Smile
Really???
http://static.flickr.com/40/88824556_987fd999e7_o.png <----CLICK THIS!!! http://static.flickr.com/38/88824557_df44931027_o.png it's not uber fast but it's not really any slower then the full parties i've had |
VampiricuS
I just tried this 3 times, never made it to the end but made it almost there. We did very well with 3 ranger trap artists, a necro ss Warrior Monk and 3 monks. THe only reason we didnt make it was because we got antsy. Let me tell you, its not easy getting a mature group together, too many droppers.
Hockster
Eight man group took about an hour to clear the whole thing. Seven of us got greens, one got a double drop. A couple missed their drops as we wraped rather quickly.
Group was two warriors, two monks, two necros, one SS, one MM, and two ele's. All guildies made it much easier.
Group was two warriors, two monks, two necros, one SS, one MM, and two ele's. All guildies made it much easier.
Studio Ghibli
What are those little icons in the screenshot?
The little head and the chest and stuff?
The little head and the chest and stuff?
theclam
I doubt we'll be seeing very many W/Mo's here. W/Me or W/N will be the best tanks.
koneko
Quote:
Originally Posted by Warskull
For Elementalist: You must play an E/Me down there. There is a very large amount of interrupts and the only way you have a realistic chance of getting off a spell is running an anti-interrupt stance. The E/Me will be bounds above every other possible ele combo (unless you plan to stay in back and just spam heal party as an e/mo.)
|
I love this new content. :D
Scutilla
I doubt 5-man groups will be very popular... that place is damn HARD, even with a full group.
My advice:
My advice:
- Learn to pull well. Pretty much all the groups patrol, and if a second group walks into yours, you're dead. Also, baddies rise from the ground, making even a deceptively easy group of 4 a team-killing mob.
- EVERYONE that's a monk primary/secondary should bring Rebirth. When things go wrong (and they often do), there's no telling who'll make it out alive. I'd recommend some people go /Mo instead of /Me for this reason.
- If you do have lots of /Mo's, then enchantments aren't likely to be useful. I'd recommend 2 healer monks and 1 protection monk, and even the protector will have a hard time.
- Monks should pack condition and hex removal, since there's lots of both. You can't keep the warriors condition-free all the time, but you can keep them un-blinded long enough to land a hit, and un-crippled when it's time to flee.
- AoE spells, like Heal Area and the Ward line, are great if you've got a cluster of casters in the back. Keep in mind though that you'll be up against Meteor Showers, so you're dead if you stick together too much. If you see someone casting Shower, call it so the monks can scatter.
- Interruption is LOVELY. 2 people (ranger and mesmer) on interruption is highly recommended.
- If all else fails, console yourself that the prices on the new greens should drop in a week or two
Sunsu Pyro
I've been thinking, would a necro with Balance of Grenth be useful?
JR
Quote:
Originally Posted by Scutilla
I doubt 5-man groups will be very popular... that place is damn HARD, even with a full group.
|
........And the Necro had four skills.
Good game Anet.
(PvP players, btw. kekekeke)
trecca
2 boon prot?
coolsti
Did this last night with a friends group and got to the 4th map before we all had to stop because of how late it was! We didn't stop because we got beat, but most of us had to go to work the next day, and we weren't certain how many more levels we had to go to get to the reward.
Our group: we had 1 human necro, 2 human mesmers, 1 human elementalist, 2 human rangers and 2 henchy monks. We had NO warriors.
One mesmer was equipped as an energy drainer including Mind Wrack, and this was very useful because of all the fast casting mesmer enemies. They cast too fast for spell interrupting, so the best way to stop them is to drain their energy. And Mind Wrack at a high domination level does a lot of damage.
One mesmer was equipped as a warrior stopper, with ineptitude, clumsiness and empathy along with chaos storm and some spell interruptors. Ineptitude and clumsiness were very usefull against those melee creatures that kept pushing forwards and attacking. And was usefull against all spell casters as they also attack in between spells.
The elementalist was equipped for a bit of tanking, and, well, she died quite a bit also.
The necro was MOST helpful as a BIP necro! Supplying energy to all of us.
The henchy Monks were EXCELLENT! I cannot emphasize this enough! We started the tour with two human monks, same friends group but other characters, and we failed! The two henchy monks do the job well! And why are they so good? The cast hex removal VERY OFTEN, and that is something that human monks don't often even take with them!
We had great success here because we played very patiently and carefully, pulling back even during a battle, as otherwise other mobs will become involved.
If we realized how close to the goal we were, I don't think we would have stopped. I look forward to our next tour.
Edit: I realized I had the team composition incorrect so I have now edited the above. I originally wrote that we had 2 warriors and forgot one of the rangers and the one necro. We did have some Warriors in the group for our first attempt but that is where we had human monks and we failed miserably. For our successful second try, we had no warriors in the group at all! And we didn't need them. This place is filled with spell casters, and filled with melee creatures that run around a lot shifting their targets, and so for us we did well without warriors.
Our group: we had 1 human necro, 2 human mesmers, 1 human elementalist, 2 human rangers and 2 henchy monks. We had NO warriors.
One mesmer was equipped as an energy drainer including Mind Wrack, and this was very useful because of all the fast casting mesmer enemies. They cast too fast for spell interrupting, so the best way to stop them is to drain their energy. And Mind Wrack at a high domination level does a lot of damage.
One mesmer was equipped as a warrior stopper, with ineptitude, clumsiness and empathy along with chaos storm and some spell interruptors. Ineptitude and clumsiness were very usefull against those melee creatures that kept pushing forwards and attacking. And was usefull against all spell casters as they also attack in between spells.
The elementalist was equipped for a bit of tanking, and, well, she died quite a bit also.
The necro was MOST helpful as a BIP necro! Supplying energy to all of us.
The henchy Monks were EXCELLENT! I cannot emphasize this enough! We started the tour with two human monks, same friends group but other characters, and we failed! The two henchy monks do the job well! And why are they so good? The cast hex removal VERY OFTEN, and that is something that human monks don't often even take with them!
We had great success here because we played very patiently and carefully, pulling back even during a battle, as otherwise other mobs will become involved.
If we realized how close to the goal we were, I don't think we would have stopped. I look forward to our next tour.
Edit: I realized I had the team composition incorrect so I have now edited the above. I originally wrote that we had 2 warriors and forgot one of the rangers and the one necro. We did have some Warriors in the group for our first attempt but that is where we had human monks and we failed miserably. For our successful second try, we had no warriors in the group at all! And we didn't need them. This place is filled with spell casters, and filled with melee creatures that run around a lot shifting their targets, and so for us we did well without warriors.
Battle Torn
I did this with a group last night also and spent an hour or so going through.
Do we have any screenshots of the bosses or the items they drop yet?
cant wait to see!
Do we have any screenshots of the bosses or the items they drop yet?
cant wait to see!
RobotMULE
Quote:
Originally Posted by Battle Torn
Do we have any screenshots of the bosses or the items they drop yet?
|
Opal Bridewood
We did this last night with a full guild group (one full healing monk, one full-active prot monk, three warriors, three elementalists (one warder, two fire). Pulling was essential, what blunders we had came mostly from bad pulls, or bad positioning (melee monsters got at the back). Otherwise it was fun and we do it again i think.
For another matter the drops were a bit random at the end i think we got two double green drops, three people got one green, and three got none. I would have prefered here a more balanced distribution, but afterall the devs must have got their reasons . Otherwise it is a great update, cheers!
For another matter the drops were a bit random at the end i think we got two double green drops, three people got one green, and three got none. I would have prefered here a more balanced distribution, but afterall the devs must have got their reasons . Otherwise it is a great update, cheers!
Order Of Thy Sword
Bad pic, only SS i got, was busy trying to heal. The purple guys are 3 lvl 30 mesmer bosses with 2 terrorwebs and some other insanley overpowered pve enemy.
Finished it with 6 guild mates and a rank 10 Pick up.
Lots of greens dropped, the bow, the hammer, the staffs, the axe, the sword,
The knife is a guildies (or was)
I got the sword and the bloodstaff, customized the blade, and sold the staff for 100k....
very tough, take a Blood necro (wop owned) and lots of candy canes.
THIS WILL NOT BE SOLOED, EVER.
xxSilhouette
Very nice guide, good job.
Battle Torn
Now i wish i stocked up in candy canes instead of spending all my time farming
Sagaris
Damage to Ogres, interesting....
fiery
good stuff i henchied the first map ^^ till that bunch at the end
Numa Pompilius
Hahahaha... Well, this is proof that ANet listens to their customers: a special farming area!
Jetdoc
I tried to do this last night with henchmen (just for kicks, after the massive download) and I have to say that I got destroyed time and time again. I had no idea that the fingers of chaos were the culprits for annihilating the party. Time to switch secondaries...
pukiman
Quote:
Originally Posted by Studio Ghibli
What are those little icons in the screenshot?
The little head and the chest and stuff? |
You can drag and drop them, but I find it easier to just press "I" for items etc.
Adria Soulseeker
Quote:
Originally Posted by Jetdoc
I tried to do this last night with henchmen (just for kicks, after the massive download) and I have to say that I got destroyed time and time again. I had no idea that the fingers of chaos were the culprits for annihilating the party. Time to switch secondaries...
|
Here's my question. What is with the chained souls? are you supposed to kill them or what? what is their function?
King's Spectre
The chained souls are kind of funny in a sick way. They pop up, then die horribly.. poor schmoos.
I have seen them casting rend enchantments, but I'm not sure if it really matters in that enchant-hostile area anyway.
I have seen them casting rend enchantments, but I'm not sure if it really matters in that enchant-hostile area anyway.
The Acolyte
Quote:
Originally Posted by Battle Torn
Now i wish i stocked up in candy canes instead of spending all my time farming
|
I saw the post above about not bringing a warrior, but I thought the tank was very helpful. If you have a good tank, they'll know how to bottleneck the mobs in and/or pinch em in on the corners. Throw some ss and well managed nukes, and it's really pretty simple. A BiP/BR necro is a must in my opinion, and I liked having a good ele in place of an MM (yes, I experienced both).
Small agro pulls is critical. Hex removal is a must; I brought Convert Hex which worked great (removed the hexes and gave an ac boost if there was a necro hex). Love the zone. Kiddies and true noobs who don't know how to farm/play without the "holding item trick" are going to really struggle here.
The Acolyte