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Miles McDonald- 06-03-2008
The Dragons LairI'm having a tough time with this bonus also, I've got 4 characters needing it. The mission is a breeze but getting a pug group together to
effectively beat Glint is almost impossible to do and I have been very unsuccessful at H and H-ing it. I've beaten Glint 3 or 4 times before in the past
but I think more by the other players than me. Anyway anyone have any suggestions as to how or what they've done to get the bonus using H and H? (normal mode)
Thanks
Dragons Lair
Sir Sheep- 06-03-2008
With Glint, it's typically a game of Interruption and Hex removel. A
BHA ranger can keep her dazed pretty much the entire time you are fighting. But more debilitating is the skill Crystal Haze. The best way to counter that is to start by flagging your heroes a little apart from each other. This will somewhat ensure she doesn't get everyone on the first cast. Next, make sure one or two heroes have
Inspired/Revealed Hex. Since it is a monster skill, it will remove the hex, but will recharge instantly. Your hero will gain the benefit of the energy gain too. I found it works best to minimize the number of melee characters in your party as well. With the interrupt ranger focused on her, she probably won't be able to self heal either. Which leaves you all the time in the world to beat her. :D
jetlaw- 06-03-2008
As mentioned by Sheep, BHA is very helpful in keeping Glint interrupted. This is made even more effective with (1) silencing bowstring (which should allow you to keep Glint perma-dazed), (2) using a shortbow (not only does this help you to actually hit with BHA by shortening the distance between you and your opponent, but it also attacks more quickly than most other bows, thereby helping to keep the dazed enemy interrupted), and (3) having at least 1 pet (pets really help BHA become effective because every one of their attacks cause a disruption on a dazed opponent). With 2 characters with BHA (such as you and a hero), you should be relatively assured of keeping Glint interrupted perpetually.
NOTE: All physical attacks which hit an opponent, including every melee attack landed by any character, pet, minion or summoned creature will interrupt a dazed opponent. However, since there are no bodies in the room with Glint (except for the bodies of your own party), taking at least one pet along can be very helpful. Similar to the way that traps are "easily interruptible," BHA makes spells easily interruptible while the enemy is dazed. Bosses recover from conditions more quickly - and Glint is no exception. However, with silencing bowstring, one ranger should be able to keep a boss dazed 100% of the time (in NM), unless: BHA misses, the dazed condition is removed/cured, or the enemy is using signets or skills that are not affected by being dazed (like touch skills or skills used after using a signet of concentration).
gerg- 06-04-2008
Using a skill that converts Phys to Ele damage can be very helpful on Glint because of Crystal Skin, such as Greater Conflagration. If you take Henches, Little Thom can end stances, and Crystal Skin is a stance.
From about 75% health until about 50% health, Glint will use Jagged Crystal Skin. This stance will make it so that whenever Glint takes physical damage, all party members near her take 100 damage.
Besides having a great interupter, I have found the Spoiled Victor and possibly Pain Inverter to help. Spoiled Victor is one of the best boss killers and if Glint gets off a skill between the interupts, Pain Inverter may cause some serious damage.
Miles McDonald- 06-05-2008
Thanks for the tips, I did it last night with H and H and It was a complete breeze. I'm not sure what made it so hard to begin with,
maybe the pugs or just not having the right tools. But I look forward to doing it more. :D
jetlaw- 06-05-2008
Good to hear!
And if you want a REAL challenge now, try H/H Gate of Madness in HM. :twisted: I got all the way to the very end last night, and then got KO'd. Finally with the help of Rod and Cheese I was able to get er' done. Still curious if there is any build combo out there that can get masters on GoM in HM with only H/H.
Sir Sheep- 06-05-2008
Still curious if there is any build combo out there that can get masters on GoM in HM with only H/H.
Yes, there is. It involves your friendly neighbourhood warrior and a very reliable Black Moa :P
jetlaw- 06-05-2008
Yes, a War, Derv or Paragon might be able to do it with only H/H, as they could fill into the role of the tank (very important to have a tank in this mission, especially in HM). Running with a Ranger however, did not work well with only H/H since the hero selection was VERY limited.
IMHO, a ranger who is not in a tank role needs to take (1) a healer (to survive the mission in HM, you really need 3 healers), (2) a necro capable of taking Shiro down (Spoil Victor being the most commonly used for this purpose), and (3) a tank with stance removal (most commonly a war with Wild Blow). I have run this config many times in NM, and it has proved successful. By swapping the Ranger into a stance tank you can survive most of the onslaught, but it is a little difficult taking the pounding doled out by the 2 bosses (Rod got pounded on pretty hard last night as the tank, and if a war has a hard time surviving the bosses, you can imagine how hard it is for a character that is less able to take a beating). Also, things progress much more slowly than with a character that is better set up for melee, as they can actually help the team take out enemies in route to the final battles (running with a ranger trying to run in the role of a war certainly is not as effective as a primary war due to AC and runes).
Sir Sheep- 06-05-2008
Running as a warrior does have a huge downside, though. A lot of the time, you are reduced to playing a game of cat and mouse. And the second you start running henchies feel that they have to run around like headless chickens. What is interesting is that missions I had few problems with, caused issues for a party without someone with high AC. Conversely, the missions that Rangers breeze through, caused me issues, simply because tanking just doesn't cut it (I'm looking at you, Ahdashim!).
So having both on a team helps a lot. In another light, playing with even one more person makes it much easier regardless.
Rod Adams- 06-05-2008
(Rod got pounded on pretty hard last night as the tank, and if a war has a hard time surviving the bosses, you can imagine how hard it is for a character that is less able to take a beating).
Well, there's also the bit that despite my war's name, I'm really not that used to tanking, but more of a 'run off ahead a bit, and confuse their backline, while being able to take some more abuse than others would'. So, I wasn't hitting my stances as well as I could have, and thus died faster.
And oh yea... don't take a single skill spiker... that makes impossible odds + battle scars just outright brutal. Go for tons of small damage packets.
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