View Full Version: Attempting "Pure Hero+Hench"

4guildwars >>War Room >>Attempting "Pure Hero+Hench"


<< Prev | Next >>

jetlaw- 03-10-2008

Except that, as noted above, I had a stupid death in the run from Marketplace to Kaineng Center. Sorry, guess I missed that part. One of the biggest reasons I haven't tried going for a survivor title is that if I got right up to the verge of getting the title and then died, I would probably end up throwing my computer off a bridge. Much safer (for me and my PC) to just accept deaths as part of the game.

peanutt- 03-10-2008

Your going to want to kill me, but what do you have for a standard "Fire Build"? Sorry I'm new to this whole Hero thing. Is there somewhere that I could find reliable Hero builds? Wiki? Are those the "best" builds? Thanks again!

llaamaboy- 03-10-2008

Peanutt Guild Wars PvX Wiki WPG Character Build Archive Don't get lost in the reading. If you see me on line, Worms showed me an excellent Hero fire build and I would be happy to show it to you. SPOILER TIP Spell packs are available from GW. Check the online store. You can get any hero with any build. EDIT: Changed formatting of refrenced links. JET

Rod Adams- 03-10-2008

Your going to want to kill me, but what do you have for a standard "Fire Build"? Without looking, I believe it's: Savannah Heat {e}, Searing Heat, Tenai's Heat, Firestorm, Breath of Fire, Fire Attunement, Liquid Flame, Ressurection Chant. Sometimes instead I use: Searing Heat, Tenai's Heat, Searing Flames {e}, Glowing Gaze, Fire Attunement, Glyph of Lesser Energy, Liquid Flame, Ressurection Chant. I swap in Renew Life and Restore Life for R.Chant on whims. Mark of Rodgart can be mixed in as well.

Rod Adams- 03-11-2008

Kourna Did a few last quests in Kourna, which mainly amounted to a lot of running around. Mission: Pogahn Passage Took Margrid, Jin, and Olias (builds from my Pet builds posted elsewhere), 2xMo, Pa, Cynn. Fairly straightforward. Just follow map on wiki for masters.

Rod Adams- 03-19-2008

(work has been slamming me lately, so not much energy left for playing) Walking to Ascalon Packed up Jin, Margrid, and Dunkoro, and did the long walk from Lion's Arch to Ascalon. No issues at all.... and watching the ladies int all the stomps from the herders made me think of all the pain of going through the area with decent ints..... Mission: Great Northern Wall So I could have packed heroes, and steam rolled. Heck, likely could have taken just one decent hero and rolled... (I've solo'd this mission with a couple chars a few times) but that would have been, well, cheap, and basically against the spirit of the endever. So I took Stefen, Alesia, and Orion. With meaningful pulling, I never faced more than three foes at a time. The only real trouble spot was a Charr Warrior boss right before the turn around. Between his high armor and effective healing signet, it took a long time to kill. Eventually had to trap him in a corner by body blocking him with Stefen and myself, so he'd stop running around (healing in the process), and away from Orion's firestorms.

Rod Adams- 03-20-2008

(ahh.... a much needed day off work to recover... and play GW!) Mission: Moddik Crevice So, Dunkoro is req'd, so I took him as a signet smiter. Vekk came along as AoE Fire, but with deep freeze mixed in. Olias the MM mixed in deep freeze and rust as well as his MM skills. Henchies were Monk*2,Para,Cynn. On to the interesting sections of the mission: For the two runners, I targeted the first one, and as soon as some of the minions locked in on him, target called the second one. The minions body blocked the first guy, and then mowed him down. I think one of the freezes hit him. The combo of d.freeze and rust slowed #2 down enough to kill him. How does rust slow down a runner? Well, these guys like to use signets to remove conditions and such, and you gotta stop to use a signet... rust just makes you stop longer. :twisted: The other interesting section of the mission is the final battle. I flagged and ran everyone over to the wooden bridge on the far side of the battle, out of the range of the rangers. I then pulled just the Hunger to the bridge, and pounded on him. I had to get on other side of him to body block him from running back to the general and all the rangers. Was a slow battle, but victory was assured. Afterwards, killing the General was nothing. Masters in the can. Vabbi Grabbed my free treasure in the Caverns, then ran the primary quests in Vabbi, with Jin/Margrid/Olias/Mo/Mo/Pa/Cynn pack, and a minor quest along the way. Skipped all the frogs in Forum Highlands by running straight to Kodash Bazaar, and then coming through there. Mission: Tihark Orchard Can't take any friends with me, so I loaded up with Illusion based degen spells. Did all the party events, including the Mime in only 3 tries, and then it was time for the skree. You do get a pack of four warriors to fight with you. If you work the aggro properly, you can fight just one pair of skree at a time. With the degen I brought, we were able to kill the pair faster than they could completely kill any of the guards. Pause for full regen, on to next pair. In the end, it turned out the battle reenactment foe was the hardest kill of the mission. Masters, again. More Vabbi questing More primary quests in Vabbi, along with a pack of quests aroung the Bastion. Also picked up the treasures in mirror and forums. Used the same group as before. Mission: Dasha Vestibule Took Jin & Margrid in their usual roles, and then Vekk in an AoE fire role. My std Hench combo. Okay, so at various time throughout these postings, I say something like "effective flagging and pulling". I think that this mission requires an explanation of just what this entails. ==The Degen Chamber aka The First Challenge== - flag everyone in the entryway arch. Then pull the lesser langours one by one down the hall. once the pull is made most of the way, unflag to allow them to fight freely, then reflag for the next round. - once the 3 lesser langours are taken care of, keep your mob flagged at the archway. Now go towards the left (the side w/ the greater languors), and pull the ethers and djinn into the hallway. - now you can charge the languors (giving a moderate distance to the chest), with a call on the one of suffering, since the -2 degen is your biggest threat. What does all this pulling gain you? well, 1) you're fighting far fewer enemies at a time. 2) most of the fighting occurs outside the area of effects, thus easing pressure on your monks 3) you can fully recover health and energy between each battle. == The Final Battle == - flag everyone in the "T" area at the top of the stairs, and spread them out as much as possible. Pull one boss at a time, because fighting all three at once really hurts. The bonus in this mission is trivial to do while doing the main mission. Vabbi, post Dasha Mainly just grabbed the treasure inside, and picked up a large pile of quests I had just opened. I've decided to go for Goren instead of Norgu, mainly because I always seem to go Norgu, and wanted something different. And oh, I've ended an experiment I had going. I had played with giving Jin and Margrid Shortbows instead of my more normal Recurves, on the theory that they would eek out a bit more DPS and still manage to hit targets. The shorter range would also have them act as shields for my wimpy ways. Today I switched them back to recurves. They just were not hitting the interrupts the way they should, and were spending too much time getting into range for my tastes.

cyvil- 03-20-2008

Was either of the Ranger heroes /P?

Rod Adams- 03-20-2008

Was either of the Ranger heroes /P? The ranger builds are only minor edits from forumer.com/viewtopic.php?t=1388>these.

Rod Adams- 03-23-2008

Vabbi Most quests are fairly straightforward, many don't even require pulling. Started mixing things up with what heroes I took, and didn't seem to matter a whole lot. Even played with Koss, Goren, Devona at once with Vekk Notable Quest: Protect the Learned Took Zhed and Vekk as Fire Ele, with Olias and my normal hench pack. My only real recommendation is to camp the area the scholars hang out at and follow the wiki article religiously about how to pull the mobs. One or two groups at a time are manageable, but the time I accidentally got three was brutal. The long distant triggers and waiting makes this take forever, but it's doable. Mission: Grand Court of Sebelkeh Tahl in Prot mode, Vekk and Zhed in fire mode, 2xMo, Devona, Gehraz. This mix is important. There are several bunches of mobs, which are prime fodder for the fire eles, but then the clerics like to put up spellbreaker. So a mix of magic and melee are good. The triple monks are there because the mission is an all out brawl. Did an initial sweep of the center, and then targeted the claw of a portal. First one was a brawl, but got it. Had to flag my pack back to center to retake the middle altar while I stood under the rift. The second rift was better, since there was less action in the middle. Again targeted the claw, and let the chaos die down. Last rift was easiest, as map was mostly cleared. Return to center, and retake middle for last time. An important note about this mission: Once you've captured a rift, it doesn't matter what happens with the progress bars. What matters is that the flags on the mission map ('u' key) are all gray, not red. Finished the mission in 6:34, which nets me a Expert's rating. (less than 6:00 for Masters). Might have been able to shave a bit off that time now, but I'll have to come back later with a higher LB rank (presently R2), so the overall DPS goes up, and the brawls are won a bit faster. More Questing First off is Attack at the Kodash, which for some reason people have trouble with. Koss/Melonni/Olias/2xMo/P/Cynn. Only real key here is to keep press the attack. Dont let it be a seige, or you're screwed. The two quests after that shouldn't pose an issue, using the same team.

Rod Adams- 03-25-2008

Mission: Gate of Desolation Given that there a fair number of Dervs who seem to love keeping Vow of Silence up, casting is typically weak here. Also, it's typically battles against a limited number of foes at once, so I went with a melee dominated team. Zhed (req'd) stayed fire, then Koss, Goren, Devona, 2xMo, Para. Stay up on the ridge, and actually back a bit from the ridge. Then use your bow to pull foes up to you. Doing this, you're seldom fighting more than a couple foes at once. Prioritize monks and paragons, since they absolutely love to keep rezzing anything that's dead. When the queen visits, focus fire on her no matter what, and she should drop relatively quickly. The rest is in wurms and pretty easy. Just sit back with your bow and let your servants do all the work. Build Note: Goren and Koss have been fairly effective with: Severe artery, Gash, Sun and Moon Slash, Hundred Blades, Bonetti's Defense, Deadly Riposte, Conjure Frost, Rez Sig. 12+2+1/9/9/3 Sword/Tactics/Water/Str, with the Game of the Year Edition bonus Serrated Shield, and EotN bonus Glacial Blade.

Rod Adams- 03-30-2008

Noticed I skipped a mission before: Mission: Nundu Bay Took Melonni, Zhed, and Olias, and std henchies. Initial phase of the battle is to just camp the center with Elder Jonah, and focus fire as needed. Had to use special skill from Jonah on the Harbingers. Heading out along the path to the central tower, I first turned and did the two bonus Harbingers. Only real issue here is to pull the first group away, and then focus kill each of the followers before focusing in on the bad guy. For final boss, first pull out all of his suppporters, and then pull him out. The absolute last thing you want is to fight the guys on the other side as well... so be sure to spike the boss as hard as you can. He gets some frisnds at the end, but hopefully you can finish him off without bothering them. Since then, I've basically been doing LB/SS runs to raise my LB rank to ~R5 or 6 (haven't decided where to stop), as well as to level up pets, and get some XP to buy some more skills. The money is good, too. Speaking of the run, I've noticed that I get like 2x if not 3x the overall loot and money per run if I don't have requiem for a brain active, and instead take out the margonites near the NW bounty, and then activate all but the first shrine in the temple.

jetlaw- 04-02-2008

Speaking of the run, I've noticed that I get like 2x if not 3x the overall loot and money per run if I don't have requiem for a brain active, and instead take out the margonites near the NW bounty, and then activate all but the first shrine in the temple. I think you are also facing a few more enemies that way, but it is interesting that there would be such a significant disparity. I tend to activate most of the shrines anyway just for an extra chest spawn opportunity, but its nice to know a good way to get significantly more drops as well. :)

Rod Adams- 04-03-2008

Mission: Ruins of Morah I don't know what to say about this mission. I basically have to say that ANet screwed the pooch when they designed this one. To masters, you basically have to craft the entire team within a very narrow range of options, and then pull off some very complex moves. Alternatively, go for some highly specialized build that require skills from all 4 chapters, and then it's moderately acceptable. I really can't see how a regular player, especially playing through for the first time, can possibly Hero Hench this at all, much less get masters on it. So, for this one mission, I'd say it's okay to get a runner. There are several in the guild capable of doing this, as well as regular for-pay ones in the outpost. Anyways... I was able to get Experts on first try, and could like get Masters if I'm patient enough with attempts. Party was: Morgahn: Crippling Anguish, Conjure Nightmare, Fragility, Anthem of Disruption, Wild Throw, Hexbreaker Aria, Signet of Return, Ressurection Signet. Gwen: Well of Blood, Awaken the Blood, Spoil Victor, Empathy, Life Siphon, Wastrel's Demise, Power Spike, Resurrection Signet Olias: Awaken the Blood, Enfeeble, Spiteful Spirit, Inspired Hex, Insideous Parasite, Revealed Enchantment, Price of Failure, Signet of Lost Souls. Mhenlo, Kihm, Sogolon, Aiden. Hero builds largely stolen from Jet. Round 1: Flag everyone to the gate you start by, and then grab your bow and pull her towards the gate. It's a bit of a scrum, but you can get through. Round 2: Basically the same, but she doesn't pull as far, and you have lovely demons to dodge. It is possible to get her in attacking range, leaving the demons alone, but it's really hard. I had to kill 5-6 of them, and that slowed me down on masters. Desolation Finished up several more quests here, now that the final outpost was available there. (Don't forget the free treasures!)

jetlaw- 04-03-2008

Ruins of Morah was once one of my least favorite missions, and is still very difficult unless (as you mentioned) you use very specific skills and tactics. Using your "pure" H/H, I think it is a victory to have gotten through the mission at all. :D (NOTE: Since this mission appears to still be a thorn in the side of many people, I am in the process of creating a new thread on how to get masters on Ruins of Morah with only heros and henchmen in your party. Of course, it requires the player to be an active participant, so it isn't a "pure" H/H, but if you participate you can get masters in this mission with little fanfare using the specialized builds I have created.)

Forumer™ is Voted #1 Free Forum Hosting provider
Build your own community today with the largest message board hosting company.