Lago Mortis
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Post by Lago Mortis on Aug 16, 2006 9:43:29 GMT
We tried it yesterday with a team of 3R (mainly trapping), 1W, 1Mo (we had 2 initially) , 1Rt (Spirit support) and 1N (battery support with one trap and winter).
We trapped spawn point, and put up Winter+Greater Conflageration to maximise the damage on the Terrorwebs as well as protect the Reaper.
It went good in the beginning but we got overwhelmed after a while. My guess is that we were not able to kill off the consecutive waves of 6 terrorwebs fast enough, so they started to accumulate after a while. When then Khorrax, our tank, went down, they started to spread out and attack us squichies and we started to fall apart. The victory was definitely within our grasp, only 10 or so very angry terorwebs left I think.
Increase the damage can be done in a lot ways. Edge of extinction might work very nicely here, combined with traps the close gathered terrors might die pretty quick and leave room for renewed heavy trapping before next wave.
A death necro using putrid explosion, deathnova, Icy Veins (very little used elite but might work like a charm here), Deadly swarm (cold damage) and Well of the Profane (to strip the terrorwebs Aura of Restoration) might be a nice addition. Heavy direct damage as well as spreading conditions and disable their healing. However, not a very viable build in many other parts of UW. I really would like to play death necro here, hehe!
Damage spirits might take some heat of the players as well as doing significant damage.
Of course Elementalists (especially fire) can do loads of damage when combined with Winter.
Any more ideas?
Really looking forward to next try!
Regards, Lago Mortis
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Post by Volitar on Aug 17, 2006 0:42:42 GMT
If the aggro can be held to where the Terrorwebs are bunched together then Spiteful Spirit will work wonders here. Mesmer could also work well here in shutting down the Terrorwebs that aren't being targeted by the damage dealers.
Perhaps bring a Water Ele that uses Maelstrom and some AoE slowdown skills. That way the Terrorwebs are constantly trying to get out of the Maelstrom but are moving too slow to get anywhere fast.
It is nice to see someone else using Icy Veins. For some reason I like using that skill with my Monk when I go out with henchies. I don't like healing with henchies so I always bring Necro skills since I don't have a Necro primary.
Any idea when the next adventure into the Underworld is? I really want to finish this quest and the Four Horsemen quest. Those are the two that I've never completed.
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Lago Mortis
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Post by Lago Mortis on Aug 17, 2006 7:26:23 GMT
You are very welcome, Vol! It would be very nice to have finished those two quests. I think a good tank can keep the Terrorwebs nicely gathered. Khorrax seemed to do a remarkable work last time, even though I could not study him in detail. I was too busy BiP'ing Lucy and the trappers (the last was a bit scary since they often kept pretty close to the inferno around Khorrax). I was also thinking of Spiteful Spirit. But first everyone else is using it (and that for good reason!). Then I was not sure if we really could get the fully out SS here, since the terrorwebs are using slowcasting spells and might die pretty fast as soon as we focus fire on them, also if they get interupted SS do not trigger I think. Last SS damage would not get the cold bonus since it is not elemental/physical damage. But I still think a N/Me could dish out enough damage to help out a lot, however not as original as an Icy Veins death necro. I am not a very adept Ele, but I think it may be important to use skills that not scatter the terrorwebs. Thus I'm not sure about how Maelstrom + slowing skills would work together traps and other AoE damage. Slowing and water damage is a sure thing and the AoE interupting ability of Maelstrom would be very nice indeed, however the potential scattering could affect the setup. I love mesmers, but I am a bit unsure how their shutdown ability would work here, there are a LOT terrorwebs in this quest. Shatter hex might do a lot damage though. Btw, Are you sure it was Icy Veins you use? It is a Soul Reaping skill, so 2ndary necros would only get the minimum damage with it: Icy Veins: 5 energy, 1s cast, 15s recharge Target foe is struck for 10...74 (79 with SR 13) cold damage. For 10...30 (32 s with SR 13) seconds, if target foe dies all nearby foes are struck for 20...92 (98 with SR 13) cold damage. Regards, Lago Mortis
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Lago Mortis
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I want minions with bunny ears!
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Post by Lago Mortis on Aug 17, 2006 7:40:23 GMT
Since Grenth's Servants only take 1 1/2 to 2 hours to finish with a slow team, we could do it as soon as we get a full team and have favor.
Regards, Lago Mortis
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Post by Twisted Sister Jane on Aug 17, 2006 9:10:11 GMT
Lago, Twisted Sister Kala was water elementalist during our one failed attempt at this, and was casting stuff to slow + maelstrom. I think it actually is a good combination. The maelstrom will cause the beasts to want to get out of it, and the slow spells will make it take extra long for them to do this. As long as they are moving, they cannot be casting.
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Lago Mortis
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I want minions with bunny ears!
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Post by Lago Mortis on Aug 17, 2006 9:16:40 GMT
Worth a try then! I really would like to solve that quest in a non-standard way.
My guess is that a heavy trapping team or massive fire nuking with Winter is the normal way to do this quest.
Regards, Lago Mortis
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Twisted Sister Kara
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Turtle, wot? where? *tucks baby turtle away from the sight of the evil turtle soup devourer*
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Post by Twisted Sister Kara on Aug 17, 2006 16:24:42 GMT
We are goin to crack this quest very very soon... I can feel it in the air...la la la... Almost there Lago...!
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Lago Mortis
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Post by Lago Mortis on Aug 18, 2006 5:44:30 GMT
Good try yesterday.
We did pretty well, even though we only had one monk (poor Vol disconnected), one pickup necro, and I that had, very embarrassingly, forgot what Death Nova did (No, you can't cast it on enemies! Nice thought though). But we got one nasty surprise.
The quest description says 1-2 minutes between the 4 waves of 6 terrorwebs. So we had trapped, put up Winter and Edge of Extinction. Took Quest. Boom! All Terrorwebs dead!. Yay - real nice tactic!
I rushed to spawn point to put up two Wells of Profane and give the trappers some energy. I had time to put up one Well and move to another position so the wells would not overlap when the second wave came. I standing right in the middle, unable to move. Could not have been more than 20s between those waves. I had time to put off one putrid explosion before they started to cast meteor shower and killed me and TS Kala pretty quick. Then we went into Chaos mode......with EoE working against us.
Maybe 1-2 mins is if you don't kill every Terrorweb? If you killed all next spawn maybe come sooner?
Btw. The chest and spider spawned during the second wave, so the quest must be a little bugged regarding the reward.
Regards, Lago Mortis
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Lago Mortis
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I want minions with bunny ears!
Posts: 803
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Post by Lago Mortis on Aug 19, 2006 7:09:48 GMT
Hehe, we are slowly narrowing it down.
Yesterday, we started out too late and was a bit disorganised the first critical seconds. I was on my way back to cast Blood Renwal on Mooncat (Rt) before the fight when I saw the spawn come. It seemed we had missed bulls eye with the traps also, I guess we were very lucky last time with that. (Note to self: have to closely look at, and remember the exact spawn point next time).
We had also neglected 3 patrolling Coldfires during the clearout.
All together the result was that 3 Terrorwebs got away heading for the ice King, who already was engaged in a battle with 3 coldfires. I tried to run after the terrorwebs to distract them, but was to late. When I came close to them the second wave entered the spawn point. Not long after that the coldfires and terrorwebs killed the Ice King end we got back to ToA
It also seem it is not 1-2 min between the waves, but 1-2 min for all 4 waves (24 terrorwebs!). So high damage output must be a priority I guess.
Suggested tactic. If we have a Protection Rit: all first get to know the range of the spirits and try to keep inside at all time. Trap spawn point. Winter is good idea since it increases flame trap damage. Only one player take quest (if we have a Prot Rt, he/she would do it) All others stay pretty close to the spawn point. When they come, distract/agro those that try to go for Ice King. Between Spawns, do not trap the middle of the spawn point but the area around, it is not fun to end up sitting in the middle of them, even if trapper with right armour and dryder's defence might be able to pull it off for some time. Any other suggestions?
Closing in :-)! I bet we will do it before Chap. 9!
Edit: By the way the Ice King spawns right at the tunnel opening you normally come through when clearing the area. On the ledge where a phantom chest often is placed. Overlooking the terrorweb spawn point.
Regards, Lago Mortis
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