GW - Dungeons & Deldrimor armor
May. 29th, 2009 05:40 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Completed Vloxen on the ranger... wasn't as bad as I'd feared. Only 1 death on Menhlo near the end because I missed BHA on a carven effigy.
Vloxen (Ranger) Analysis
Team builds and makeup:

I think Master of Whispers had 9 in prot, 12+1+1 in death, and the rest in soul reaping. In retrospect he really didn't need the well on the same bar as animate minion spells, since the AI seem to prefer using wells over minion spells. Since the only well I cared about was well of darkness on Olias, I guess I could have replaced the other well with another prot skill or a death hex.
Olias was 12 curse & 12 death (forgot which stat the headgear was), rest in soul reaping. He probably doesn't need the second copy of verata's gaze, cuz between malignant intervention and MoM's verata, we were able to deny minions to the stone summit gnashers pretty well. Could replace that with another hex or go /P for a rez.
Tahlkora was 12+1+1 in smite, 9 or 10 in prot, rest in divine. I kept track of her energy and the recharge on most of the skills were long enough that energy wasn't an issue. Could have used smite condi instead of mend (and toss dismiss condi onto MoM instead). Overall conditions weren't a big deal... there was all of one working poison trap, and maybe 2 mobs of skelks.
For my ranger bar, I could have dropped gaze of fury for something else. I was expecting the plant spores from the wiki, but apparently you can skip those if you start from Vlox's Falls. Bar was pretty energy intensive as it is, so maybe body shot (and then throw weaken armor on Olias) for emanagement. I loved Agony in this dungeon, what with all the stone summit warriors dying as they rushed into my backline. Also good for killing stolen minions if the skelk corruptor gets verata's aura off. Splinter volley was doing screen-fulls of damage, especially when switched to vampiric hornbow. BHA was for the stone summit clerics and carven effigies.
Henchies were all casters. 2 Eles for the AoE damage. Between ward melee, 2x aegis, well of ruin + aoe hex, and the fact that most of the damage in the dungeon comes from physical (warriors, some rangers), that kept us all pretty safe. Especially at the end, I had to flag all the H/H into one of the small corners of the boss chambers, so they were all standing in the ward/within range of aegis, and the mobs were easily in range of agony whenever I could cast it.
Ranger armor
Afterwards, finally broke down and bought some elite armor. Got the entire norn set for ele (pics are up on wiki so no need to show it again). And the deldrimor chest/leggings for ranger. Dying the ranger set was rather hard since I couldn't get the lighter shades of my canthan gloves/boots to match. Finally got that to work, but ended up switching to the sunspear gloves/boots cuz they were easier to dye to match. Thinking about maybe getting the elite sunspear version of those gloves/boots... or maybe the dragon gloves... hrm...


In other news, my 3.9 stacks of tanned hide is now down to a measly 1.5 stacks. T_T
EDIT (Sat.): Cross Sepulchre of Dragrimmar from the ranger's list.
Sepulchre (Ranger) Analysis
Team builds and makeup:

Norgu was standard anti-caster with mistrust since there are no healer casters in the dungeon, he had no energy problem the entire time. Ogden went LoD since a lot of the damage is distributed (AoE water hexes, AoE nec hexes/spells, the boss's diamond grave thingy). Olias was sort of prot, I guess, since the dryders were anti-enchant and there wasn't much normal monk prot could do vs aoe hexes/water skills.
At the end, Ogden and Olias had energy issues, but no one died, including the NPC. I did have to do a lot of mad flagging in hopes of getting the H/H outside the diamond mist ward, but that didn't always work... Maybe should have replace rift with ancestor's rage... I didn't think to bring AR since I didn't have a melee, but I forgot about the dwarf NPC that goes with the group.
...Also just realized Livia was set on flee, so she wasn't using rift anyway. Wasn't using sig for e management either. Ditto Ogden probably wasn't using 2 of his emanagement skills either as he's also set to flee. Explains a lot... -_- *headdesk*
Menhlo came along for the spike heal (don't think we needed too much of that). Herta for wards against the whisps and for damage along with Cynn. Nice thing is that the majority of foes are casters is that like to cluster together, and remain clustered, even in the middle of AoE. Zho came for a second copy of BHA, so I could ctrl+shift+space one mob and then BHA shutdown another.
Splinter+volley is as well good for aoe dmg on top of the eles. PI was more useful against the sub-bosses since it was hard to time it against the boss. LoD (the pve skill) was only there for the treasures...not that I found any; so that was a wasted slot. Spirits to help lure and were helpful against the dryders since they can't be hexed... though maybe I should've brought agony instead of bloodsong.
Overall, another sub-par run, but it was better than the first time I attempted the dungeon (to kill a Regent of Ice for one of the norn quests), where I had no idea what I was doing and died from shatterstone spike from the regent and is shattered ele posse. This time I went in prepared with frostbound insignia. Boss-level shatterstone only did 42 damage without any prot. XD
EDIT 2: Finished Bogroots...
Bogroot (Ranger) Analysis
Team builds/makeup:

Wiki suggested a MM, LoD, and RC - so those where the three heroes I brought. :P
No deaths, even when I overaggroed a few times, so I guess at least two of those rezes could have been replaced by something else. I noticed Talhora failed at using pdrain, I dunno why, so possibly that could have been replaced by another hex eater sig, since I underestimated the amount of hexes we were going to run into.
In general, I underestimated the amount of plant mobs. Frigging needling seedlings were the worst. Probably should've brought Zho to help with interrupts instead of Talon, and let the minions do the tanking.
For my build, I think I sort of figured out how the timing goes against the boss mobs. I swiped the silencing recurve bow from my ranger hero, add in high marksmanship, then divide by half due to the fact that prophecies bosses have half hex/condi duration, and that means daze lasts about 2/3 to 3/4 of the recharge of BHA. So right around that time, hit pain inverter, and whatever isn't interrupted by daze will hopefully add to damage by pain inverter. Then right after pain inverter goes in, is the time to cast the spirits, so the mesmer boss doesn't immediately kill them with spiritual pain. Also, stand away from the hench so that if spiritual pain does go in, I'm the only one hit. Ta.
Got the green inspiration wand from the end chest. Slightly better than the lame req 13 axe from Sepulchre or the diamond from Vloxen. Went onto the ranger's dom mez hero, who was using an illusion wand, and said illusion wand went into my paragon's illusion hero. Hand-me-downs are fun! ^^
Still Oola left on the ranger. Vloxen, Bogroot, and Sepulchre on the ele.
Vloxen (Ranger) Analysis
Team builds and makeup:

I think Master of Whispers had 9 in prot, 12+1+1 in death, and the rest in soul reaping. In retrospect he really didn't need the well on the same bar as animate minion spells, since the AI seem to prefer using wells over minion spells. Since the only well I cared about was well of darkness on Olias, I guess I could have replaced the other well with another prot skill or a death hex.
Olias was 12 curse & 12 death (forgot which stat the headgear was), rest in soul reaping. He probably doesn't need the second copy of verata's gaze, cuz between malignant intervention and MoM's verata, we were able to deny minions to the stone summit gnashers pretty well. Could replace that with another hex or go /P for a rez.
Tahlkora was 12+1+1 in smite, 9 or 10 in prot, rest in divine. I kept track of her energy and the recharge on most of the skills were long enough that energy wasn't an issue. Could have used smite condi instead of mend (and toss dismiss condi onto MoM instead). Overall conditions weren't a big deal... there was all of one working poison trap, and maybe 2 mobs of skelks.
For my ranger bar, I could have dropped gaze of fury for something else. I was expecting the plant spores from the wiki, but apparently you can skip those if you start from Vlox's Falls. Bar was pretty energy intensive as it is, so maybe body shot (and then throw weaken armor on Olias) for emanagement. I loved Agony in this dungeon, what with all the stone summit warriors dying as they rushed into my backline. Also good for killing stolen minions if the skelk corruptor gets verata's aura off. Splinter volley was doing screen-fulls of damage, especially when switched to vampiric hornbow. BHA was for the stone summit clerics and carven effigies.
Henchies were all casters. 2 Eles for the AoE damage. Between ward melee, 2x aegis, well of ruin + aoe hex, and the fact that most of the damage in the dungeon comes from physical (warriors, some rangers), that kept us all pretty safe. Especially at the end, I had to flag all the H/H into one of the small corners of the boss chambers, so they were all standing in the ward/within range of aegis, and the mobs were easily in range of agony whenever I could cast it.
Ranger armor
Afterwards, finally broke down and bought some elite armor. Got the entire norn set for ele (pics are up on wiki so no need to show it again). And the deldrimor chest/leggings for ranger. Dying the ranger set was rather hard since I couldn't get the lighter shades of my canthan gloves/boots to match. Finally got that to work, but ended up switching to the sunspear gloves/boots cuz they were easier to dye to match. Thinking about maybe getting the elite sunspear version of those gloves/boots... or maybe the dragon gloves... hrm...


In other news, my 3.9 stacks of tanned hide is now down to a measly 1.5 stacks. T_T
EDIT (Sat.): Cross Sepulchre of Dragrimmar from the ranger's list.
Sepulchre (Ranger) Analysis
Team builds and makeup:

Norgu was standard anti-caster with mistrust since there are no healer casters in the dungeon, he had no energy problem the entire time. Ogden went LoD since a lot of the damage is distributed (AoE water hexes, AoE nec hexes/spells, the boss's diamond grave thingy). Olias was sort of prot, I guess, since the dryders were anti-enchant and there wasn't much normal monk prot could do vs aoe hexes/water skills.
At the end, Ogden and Olias had energy issues, but no one died, including the NPC. I did have to do a lot of mad flagging in hopes of getting the H/H outside the diamond mist ward, but that didn't always work... Maybe should have replace rift with ancestor's rage... I didn't think to bring AR since I didn't have a melee, but I forgot about the dwarf NPC that goes with the group.
...Also just realized Livia was set on flee, so she wasn't using rift anyway. Wasn't using sig for e management either. Ditto Ogden probably wasn't using 2 of his emanagement skills either as he's also set to flee. Explains a lot... -_- *headdesk*
Menhlo came along for the spike heal (don't think we needed too much of that). Herta for wards against the whisps and for damage along with Cynn. Nice thing is that the majority of foes are casters is that like to cluster together, and remain clustered, even in the middle of AoE. Zho came for a second copy of BHA, so I could ctrl+shift+space one mob and then BHA shutdown another.
Splinter+volley is as well good for aoe dmg on top of the eles. PI was more useful against the sub-bosses since it was hard to time it against the boss. LoD (the pve skill) was only there for the treasures...not that I found any; so that was a wasted slot. Spirits to help lure and were helpful against the dryders since they can't be hexed... though maybe I should've brought agony instead of bloodsong.
Overall, another sub-par run, but it was better than the first time I attempted the dungeon (to kill a Regent of Ice for one of the norn quests), where I had no idea what I was doing and died from shatterstone spike from the regent and is shattered ele posse. This time I went in prepared with frostbound insignia. Boss-level shatterstone only did 42 damage without any prot. XD
EDIT 2: Finished Bogroots...
Bogroot (Ranger) Analysis
Team builds/makeup:

Wiki suggested a MM, LoD, and RC - so those where the three heroes I brought. :P
No deaths, even when I overaggroed a few times, so I guess at least two of those rezes could have been replaced by something else. I noticed Talhora failed at using pdrain, I dunno why, so possibly that could have been replaced by another hex eater sig, since I underestimated the amount of hexes we were going to run into.
In general, I underestimated the amount of plant mobs. Frigging needling seedlings were the worst. Probably should've brought Zho to help with interrupts instead of Talon, and let the minions do the tanking.
For my build, I think I sort of figured out how the timing goes against the boss mobs. I swiped the silencing recurve bow from my ranger hero, add in high marksmanship, then divide by half due to the fact that prophecies bosses have half hex/condi duration, and that means daze lasts about 2/3 to 3/4 of the recharge of BHA. So right around that time, hit pain inverter, and whatever isn't interrupted by daze will hopefully add to damage by pain inverter. Then right after pain inverter goes in, is the time to cast the spirits, so the mesmer boss doesn't immediately kill them with spiritual pain. Also, stand away from the hench so that if spiritual pain does go in, I'm the only one hit. Ta.
Got the green inspiration wand from the end chest. Slightly better than the lame req 13 axe from Sepulchre or the diamond from Vloxen. Went onto the ranger's dom mez hero, who was using an illusion wand, and said illusion wand went into my paragon's illusion hero. Hand-me-downs are fun! ^^
Still Oola left on the ranger. Vloxen, Bogroot, and Sepulchre on the ele.