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The dungeon, with the tests of strength etc to open the doors, did anyone figure a way to shut down those traps? Or is it designed to be incredibly difficult to stay alive with them, the monsters, and the 'spirits' of frozen soil, etc? After a few tries we lost our patience and moved on to other things to drop the 60% DP everyone had. lol
I didn't have any issues with death penalty. The only time anyone in my party died was when MoW and Vekk didn't follow me closely enough (probably self-enchanting) and got stuck in an ice jet. The best way to deal with the mobs for me was pulling with a longbow. The spirits were always out of the ice jets when I went through, so I just had to time the running, flag the heroes on the other side of the ice jet, and take out the Icy Stalagmites.
Proud officer of The Order of Dii [Dii] on Kaineng
I had Gwen as an iterrupter with me and it was easy like hell, just took a long time to get him down, but noone died.
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I mean... that sounds kinda stupid to me.
The first question that came to my mind was "why not just surviving"? I don't think i'm god, but i did all the available dungeons with h&h without dieing a single time...
I didn't have many problems with this dungeon either(I died once), and I was using heroes and henchmen. As others suggested, just pull the enemies away from the various traps.
only time i died in that dungen was when my 2 monk heros decided were not gonna take this anymore and stopped healing us at the reminants or antiquties. then we all died. after that happened twice, i couldnt continue using my build the with the DP. so i had to remap and try again.
not once did any of my H/H die from those icy jets or traps. but i was taking it slow.
I think there was a green trap that was bugged : there was colomns at the side that were shooting an horizontal ice ray to the center of the interrupter that you cannot see because it was directed to the walls instead of directed to the interupter but since it did damage to the team if you were at the wrong place then just like it were correctly oriented.
Invisible ray of death ^^
I nearly had a party wiped because I entered the small area once without noticing. if you wait for the ice ray to stop you can easily activate the interrupter and not suffer extra damage.
At first I didn't understand, than when I redid it I was aware of that bug and had no problem. (you can still see the ice directed to the walls if you pay attention)
It wasn't that hard; sometimes it was even easy. You just need to be careful and smart. Use a lot of pulling and kiting. Scout ahead to check for traps. Human PUGs need to coordinate. H/Hers should use the party controls with thought.
That said, even a H/H group (w/c I used) can easily and quickly overwhelm the mobs inside. Most aren't of that high level, and mobs came usually in 3's or at most 4's or 5's. Even with the Spirits of Frozen Soil, their Icy Stalagmite creators can be killed easily.
I'll admit that the Test of Strength (?- the Test to open the blue gates) on the Eastern side of the map was sadistic. In an enclosed area with 4 traps around it, it was a guaranteed quick death for anyone- made short work of me and my H/H party in a few seconds with very little hope of a survivor rezzing the team back up. But that was really my fault for not being careful.
Did you "talk" to the Beacons of Deldrimor? They provide the Deldrimor hunting blessing which provide Morale Boosts pretty often. For that matter, the Regent of Ice spawns multiple times, giving you a boss to kill for Morale. Honestly, it's nice that ANet gave the Sepulchre (and probably other dungeons) a way to fight back DP easily. Sometimes, it was even too easy- I was at 10% most of the time, and got back to that level after two consecutive deaths rather quickly.
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didnt find dragimmar to dificult.. did whipe tho.. didnt notice the traps (1st time in a dungeon) me and my guildie whiped.. haha was kinda funny![]()
Since there are no Destroyers in there...
Two SF Ele Heroes + Morghan w/ "They're on Fire!" and Anthem of Flame, etc works pretty well. I did the mission H/H and then w/ another player + heroes just fine.
At the end, you need to keep flagging heroes outside of his changing Degen areas. That's obviously much easier when you bring more "real" people.