Originally Posted by dont feel no pain
thx rachoh
Not to say that Racthoh doesn't deserve thanks for other things, but what was it in this post that you're thanking him for? Just curious
21 Jan 2006 at 08:52 - 9
Quote:
Originally Posted by Rhuobhe
Not to say that Racthoh doesn't deserve thanks for other things, but what was it in this post that you're thanking him for? Just curious 
The IW idea :P , lol i was realy lost yesterday with blindness , i acauly realy didn't think of it
21 Jan 2006 at 08:56 - 10
I mentioned IW? Only reason I've ever changed to mesmer was to try and solo Hell's Precipice and for playing in tombs to avoid removing SS since I'm usually /n. I don't dabble in their arts very much.
21 Jan 2006 at 09:01 - 11
Quote:
Originally Posted by dont feel no pain
The IW idea :P , lol i was realy lost yesterday with blindness , i acauly realy didn't think of it
Ah ok... Didn't see him post about that, maybe it got burried...
Anyway I've been running a W/Me with IW since the new UW opened up.
It's really useful.
Imagine a Me/W with it, and max illusion with spellbreaker and flurry. That's just sick!
21 Jan 2006 at 09:17 - 12
hey Racthoh your pretty smart of builda , i didn't go far in the new UW that much , is my builds templet possible , like a 2 man build , buts its going to be slow thats the problem.
21 Jan 2006 at 10:01 - 13
? i thought everyone gets a green even in party of 8?
21 Jan 2006 at 12:10 - 14
ok i just made a stpuid mistake , i read wrong , i ment to say thx for rheuobe insted of ractoh :P and ask reuobe the question
21 Jan 2006 at 12:35 - 15
No, ange1, it is very imbalanced who gets the items. We had 6 or so drop in a 8 man party, and some got none, others got 2. They should change this IMO!
_Zexion
21 Jan 2006 at 21:10 - 16
ye i agree with zexion, 3 hours to get there...8 man party. we had all worked really well together, 3monks 1 trapper 2 warriors 1 renewal nuker 1 minion master. worked really well. got to the bosses...3 greens....one guy gets 2 another gets one..the rest get nothing...i think with ti being 3 drops per boss it should be made that every party member got at least 1 drop. This would be fair as it takes so much time to get there. thats my 2 cents
21 Jan 2006 at 21:11 - 17
Quote:
Originally Posted by Zexion
No, ange1, it is very imbalanced who gets the items. We had 6 or so drop in a 8 man party, and some got none, others got 2. They should change this IMO!
_Zexion
i think the mechanism for all drops in GW is like rolling an 8 sided dice (8 players). all the sides have an equal chance of being heads-up, but there will be cases where one number gets rolled twice.
are you suggesting its fixed for green items so that player 1 gets a green, then player 2, then player 3 etc.?
21 Jan 2006 at 21:15 - 18
It's not fixed, but for once, I agree. I spent 4.5 hours down there, and I got 2 greens. However, if I had been the guy who got zero, I probably would have broken something. Everyone should get a reward for going all the way down there.
22 Jan 2006 at 04:31 - 19
Quote:
Originally Posted by unienaule
It's not fixed, but for once, I agree. I spent 4.5 hours down there, and I got 2 greens. However, if I had been the guy who got zero, I probably would have broken something. Everyone should get a reward for going all the way down there.
Thats happened to me several times... ugh.. and then when I did get a green, it was the wonderful Kole's Gauntlet ><
You really shouldn't have anything relying on enchants without large amounts of spellbreaker, because banished riders shatter enchants like crazy.
Another nice nec skill to add is Enfeebling blood, AoE weaken that really takes the fight out of the insanities, as well as shadow of fear. Add those to Rhuobhe's build and that might help... not sure.
22 Jan 2006 at 06:36 - 20
Quote:
Originally Posted by unienaule
It's not fixed, but for once, I agree. I spent 4.5 hours down there, and I got 2 greens. However, if I had been the guy who got zero, I probably would have broken something. Everyone should get a reward for going all the way down there.
They could say they've done it at least. I've gotten nothing, a little disappointed, but it's not really that hard to finish. Last night, spent about an hour alone at the hall because there was just a ranger, 2 monks, and a necro after most of the group dropped. Couldn't kill the Darknesses because there wasn't enough damage output (necro was death/minions). Finally did kill them though with very strategic Wells of Suffering but because of that, they didn't drop anything at all.
23 Jan 2006 at 08:46 - 21
wow 3 man??/ It takes us with a 6 to 8 man party 3 hrs + cant imagine what it takes a 3 man group to finish it in... thats got to be really a hard run... I'll have to try it some time...
congrats...
ingy...
23 Jan 2006 at 10:48 - 22
I've done four runs with an all guild group and we've managed to complete each one in around 90 minutes. Going with PUG's is just bound to be a frustrating experience. Take the extra 15 minutes to make a GOOD group. It will pay off in the end.
23 Jan 2006 at 22:07 - 23
no, not everyone should get drops while down there...its the random drop aspect, with a group of 8 people that run should take no longer than 1.5 hours max, so why is this different than farming greens in sf...you dont always get greens in there. ive done a couple 5 man groups that took 2.5, and one of those times i didnt even get a green while my buddy got 3. its just how drops are, deal with it or quit the game.
24 Jan 2006 at 15:48 - 24
Quote:
Originally Posted by Racthoh
You suffer both of the effects depending on your primary and secondary. Being a warrior/ranger stance tank for example, is just stupid.
same as being a w/mo and thinking youre a good tank with balths aura and mending... seen that one way too many times there. or the monk/ranger with serpents to heal faster that gets targeted...
06 Feb 2006 at 06:00 - 25
My run-time and experience: (on my minion girl)
45 minutes in a 8man barage/pet team.
70 minutes with 5 or 6 man group.
95 minutes with 4...
~100 minutes with me and hench. ... just try to get all hench dead before u get to the mesmers
K/E warder works. A real blocker speeds it up by 30 mins.
SS works. speeds the run up by 30 mins.
echoed bones+minions + HOT deathnova fingers work quite amazing. no run under 1 hour without it ...
u can bond the right class there. but there is no need to do it. if u have just a healer. fine. no use for speed or safety.
No necs should block. the idea with Me/k etc.
U definately need perfect! aggro management and some luck with the first worms. some interrpts (sv or ranger or mesmer) for te siege.
Around that ... your free to try a challenge or a safe run.
... your free to need 3 hours or less than 1
Hf all
06 Feb 2006 at 19:46 - 26
I'll add to what Nice Mind said since I made a 4-man plus henchies run with him last night. The Monk build I used was a straight non-enchant healer. Everything went swimmingly until the wurms, where my healing couldn't keep up with the damage. Instead of using a healer, I think a Boon Protector build would work better. Bring Protective Spirit to keep the damage managable against the wurms, and consider putting some points into Smiting and bringing along Zealot's Fire or Retribution to help whittle away anyone harrasing your allies. With a good battery necro in your party (like we had last night) and an energy recovery skill on your bar this is a feasable plan. Just make sure that, as the monk, someone in the party has a lower base HP level than you so you don't end up becoming the enemy AIs primary target!
08 Feb 2006 at 02:19 - 27
Quote:
Originally Posted by Dragou Du Porzan
I'll add to what Nice Mind said since I made a 4-man plus henchies run with him last night. The Monk build I used was a straight non-enchant healer. Everything went swimmingly until the wurms, where my healing couldn't keep up with the damage. Instead of using a healer, I think a Boon Protector build would work better. Bring Protective Spirit to keep the damage managable against the wurms, and consider putting some points into Smiting and bringing along Zealot's Fire or Retribution to help whittle away anyone harrasing your allies. With a good battery necro in your party (like we had last night) and an energy recovery skill on your bar this is a feasable plan. Just make sure that, as the monk, someone in the party has a lower base HP level than you so you don't end up becoming the enemy AIs primary target!
Where did the healing go?
You have:
Divine Boon
Prot Spirit
Zealot's Fire or Retribution
Energy Recovery Skill
Heal {WoH}
Heal Orison?
Heal Dwanas Kiss?
Resurection or Rebirth
How are you goint to spread attribs?
Divine Favor?
Healing?
Smiting?
Insp?
This build is all over the map IMO. Some good ideas but I would like to see it developed a little better
08 Feb 2006 at 03:05 - 28
Actually why wouldn't a 55 Me/W build work.. I know there is a 55 Me/Mo build, but that person could change to Me/W keep the 55 health, have one monk maintain the enchantments needed, replace Balth Aura with essence bond, and echo spell breaker for the dream riders, and just spam prot spirit.. and come with a SS necro for DMG.. This would make the monk go energy poor pretty quick, but they could use OOB for energy as well as blessed signet..
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