Post by Lago Mortis on Jan 30, 2007 19:22:38 GMT
Hi!
Most of us have recently been occupied with advancing our characters through Elona, and after that the infamous Domain of Anguish.
However, I (maybe some others as well?) still have some loose ends I very much would like to "tie up". This is particulary the two UW quests "Servants of Grenth" and "Four Horsemen" . They are about the only quests I so far never been able to finish.
Anyone up for Servants in the near future? Next Friday?
"Servants of Grenth"
You get from the Reaper at the Icy Wastes (Smiter area).
I see this quest as a good training for the harder Four Horsemen quest
4 waves of 6 Terrorwebs with about 30s inbetween spawns not far from the Reaper. Each wave split up in 2 groups. One goes for the Reaper and the other for the Ice King (who spawns outside the "Ice tunnel" in the Smiter area).
What we have tried:
The "Trap to hell" method did work nicely on the 1st wave. All 6 terror webs died. However, the 2nd wave came too quick, so the trappers did not have time to renew the traps. A few tries with "normal" UW party trying to do the quest have failed since we do not kill fast enough.
Some strategies I have thought of that might succeed:
Split party: split the party in two groups of 4, each protecting one NPC. You then only have to deal with 3 terrorwebs at a time and both the Reaper and the Ice King (with 4 minions) do some decent cold damage that might help out a bit, However, you have to protect them as well. Here you probably need 2x tank/monk/damage dealers/interrupters. Fast kills is necessary since you might only have 30s between each wave. Probably the easiest to pull off.
Necro-feast: My idea of a unusual way to deal with the whole group. Since necros get huge amounts of energy from Soul Reaping they might be a nice backbone when having several waves of hard fights.
An idea of team build (might be fun to try with heroes) :
Main damage comes from minions, enhanced by Barbs, Mark of Pain and Winnowing. Necros might be N/R and bring pet for additional damage and minion fodder.
2 monks, Probably bonding for the tank, otherwise protection and maybe Light of Deliverance
Tank, (W/E) mainly defensive interrupter with antiknockdown (dolyak?). Ward against foes and elements might be nice, but is probably on the expensive side. Tries to keep all 6 Webs gathered nicely together. :-)
R, Winter, Symbioses (?), Choking gas, Winnowing
N: (Death) MM, fiends, horrors, jagged bones.
N: (Death) Icy veins, Well of Profane (to counter the Webs healing from Aura of Restoration) , Rising Bile, Bitter chill, Death Nova
N: (Curse), Mark of Pain, Barbs, SS, Desecrete Enchantments
E or Me: A bit unsure (probably not any exhausting spell, though) Searing Flame, Liquid flame, Firball might do, maybe a water ele could help as well? The Webs like to cast Mark of Rodgort so a mesmer with Hex Eater vortex and disruption might be something to try?
This might be a a build painful to get through the Smiters....
Regards,
Lago Mortis
Most of us have recently been occupied with advancing our characters through Elona, and after that the infamous Domain of Anguish.
However, I (maybe some others as well?) still have some loose ends I very much would like to "tie up". This is particulary the two UW quests "Servants of Grenth" and "Four Horsemen" . They are about the only quests I so far never been able to finish.
Anyone up for Servants in the near future? Next Friday?
"Servants of Grenth"
You get from the Reaper at the Icy Wastes (Smiter area).
I see this quest as a good training for the harder Four Horsemen quest
4 waves of 6 Terrorwebs with about 30s inbetween spawns not far from the Reaper. Each wave split up in 2 groups. One goes for the Reaper and the other for the Ice King (who spawns outside the "Ice tunnel" in the Smiter area).
What we have tried:
The "Trap to hell" method did work nicely on the 1st wave. All 6 terror webs died. However, the 2nd wave came too quick, so the trappers did not have time to renew the traps. A few tries with "normal" UW party trying to do the quest have failed since we do not kill fast enough.
Some strategies I have thought of that might succeed:
Split party: split the party in two groups of 4, each protecting one NPC. You then only have to deal with 3 terrorwebs at a time and both the Reaper and the Ice King (with 4 minions) do some decent cold damage that might help out a bit, However, you have to protect them as well. Here you probably need 2x tank/monk/damage dealers/interrupters. Fast kills is necessary since you might only have 30s between each wave. Probably the easiest to pull off.
Necro-feast: My idea of a unusual way to deal with the whole group. Since necros get huge amounts of energy from Soul Reaping they might be a nice backbone when having several waves of hard fights.
An idea of team build (might be fun to try with heroes) :
Main damage comes from minions, enhanced by Barbs, Mark of Pain and Winnowing. Necros might be N/R and bring pet for additional damage and minion fodder.
2 monks, Probably bonding for the tank, otherwise protection and maybe Light of Deliverance
Tank, (W/E) mainly defensive interrupter with antiknockdown (dolyak?). Ward against foes and elements might be nice, but is probably on the expensive side. Tries to keep all 6 Webs gathered nicely together. :-)
R, Winter, Symbioses (?), Choking gas, Winnowing
N: (Death) MM, fiends, horrors, jagged bones.
N: (Death) Icy veins, Well of Profane (to counter the Webs healing from Aura of Restoration) , Rising Bile, Bitter chill, Death Nova
N: (Curse), Mark of Pain, Barbs, SS, Desecrete Enchantments
E or Me: A bit unsure (probably not any exhausting spell, though) Searing Flame, Liquid flame, Firball might do, maybe a water ele could help as well? The Webs like to cast Mark of Rodgort so a mesmer with Hex Eater vortex and disruption might be something to try?
This might be a a build painful to get through the Smiters....
Regards,
Lago Mortis