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Post by Misty on Apr 2, 2015 21:37:04 GMT
This is essentially the PUG standard way of completing FoWSC and they way we've usually been doing it in this alliance - there are a bunch of other different set-ups, but they're pretty much all variations on these basic tactics. Here's a link to an interactive map of FoW on the GWWiki: wiki.guildwars.com/wiki/The_Fissure_of_Woe/Map - I'll refer to locations on this map throughout the guide, so if you don't know where they are just look! Here's a link to a bunch of good tutorial videos - my guide has slightly different suggestions for equipment, but the difference is fairly negligible, and if you follow his advice, you'll get the job done. The guide for each role is separate because parts of the team split up and do their own thing. T1Build:OgcTc588ZSn5A6uU4ABC3BAAAA Your last 2 skill slots are optionals - some good options include Dash or Dark Prison (for running faster - you have to do a lot of running), Shadow of Haste (to get back to burning forest after taking The Hunt), Ebon Vanguard Assassin Support or " Finish Him!" (to help kill single targets quickly), or Shadow Sanctuary (a good panic button for new T1s). Equipment:Blessed Insignias on all armour pieces Expertise headpiece with Rune of Superior ExpertiseRune of Superior Vigor3x Rune of AttunementYou should also have a spare armour piece with a Rune of Superior Marksmanship instead of Attunement - switch to this and use your bow to kill single targets. Swift Staff of Enchanting with "Don't Think Twice" inscription one-handed weapon of Enchanting with "Don't Think Twice" inscription (for your shield set) Shield of Devotion with "Through Thick and Thin" inscription (for tanking the Shadow Rangers at ToS) q9 Vampiric Shortbow of Enchanting with "Guided by Fate" inscription (for killing single targets) You may also want a blunt shield (for Abyssals), a fire shield (for Mahgo Hydras) and a lightning shield (for Spirit Shepherds), but the piercing shield is the most important one. Required pcons: alcohol (for Dwarven Stability), Candy Corn, Golden Egg, Birthday Cupcake Recommended pcons: Candy Apples and Pumpkin Pie are excellent - War Supplies and Lunar Fortunes will also make your job a little easier Tactics: Run straight forward at the start, and DC up the cliff to the Shadow Monks and Shadow Beasts. You don't need to waste time casting SF, but make sure you wield your staff here; the Beasts will cast SS on you if you have a martial weapon. Continue running east, but avoid aggroing any of the Shadow Rangers or Abyssals around ToC. If there's not a VoS balling them up then you can run through, but it's not a good habit, so run around them to the right. More importantly, don't aggro the Shadows on the right - the MT needs to ball these up, so if you pull them away, it'll waste time and even potentially fail the run. At the point where ToC meets the Great Battle Field, there are a group of Shadows and a group of Skeletals. They're all casters, so cast SF before you aggro them, and then pull the Shadows into the Skeletals so that they start fighting each other. Then run to the entrance of the Temple of War (known as the " forge"), aggro the mesmers and monks standing in front of the gate, and pull them east into the patrolling groups of Skeletals. Once they start fighting, you can continue through Burning Forest, past ToS, and past the Lake of Fire to the south side of the forge, where you can talk to Nimros the Hunter and take his quest, The Hunt. Now run all the way back to Burning Forest and talk to Miko the Unchained to get his quest, Slaves of Menzies. Follow the quest marker to the back of the forest, and kill the 4 Shadow Overlords with Whirling Defense. After they're dead, find the Shard Wolf in the middle of the forest and kill it. Then leave and run to ToS. If the main team is not too fast and you're not too slow, you will have a minute or so before the ToS quest is taken. Use this time to aggro patrols of Abyssals and Shadow Mesmers, and the nearby Shard Wolf. Kill the Abyssals, and then wait for the main team to finish Defend the Temple of War and take ToS. When ToS is taken, 10 Shadow Rangers and 5 Shadow Patrols will spawn near you - aggro them all, ball up the rangers and the Shard Wolf, kill the Shadow Patrols, and then kill all the rangers and the Wolf together. Then you can tell the team to "send the mage", although this won't be necessary if you killed all those Shadow Patrols and Rangers fast enough (in about half a minute). Run to the Lake of Fire and kill Lord Khobay - this is exactly as simple as it sounds - and then your job is done! You can now help the rest of the team finish their quests, or just go to the forge and wait for the chest to spawn.
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Post by Misty on Apr 13, 2015 16:15:36 GMT
T2Build:OwZjMOfcCT6MHQBM4O5i8Qtl0k An inexperienced T2 can take Heart of Shadow instead of Viper's Defense, and you may choose to bring " Finish Him!" instead of Technobabble. Equipment:Infiltrator's Insignias on all armour pieces Shadow Arts headpiece with Rune of Superior Shadow ArtsRune of Superior Vigor
3x Rune of AttunementSwift Staff of Enchanting with "Don't Think Twice" inscription one-handed weapon of Enchanting with "Don't Think Twice" inscription (for your shield set) Silencing or Zealous Spear of Enchanting with "Don't Think Twice" inscription (for using Technobabble) Shield of Devotion with "Through Thick and Thin" inscription Required pcons: Birthday Cupcake Recommended pcons: Candy Apple, Pumpkin Pie, Candy Corn, Golden Egg, War Supplies... just about anything is good to have, and you might also want a cheap summoning stone to pop so you can break aggro. Tactics:Run straight forward at the start, and DC up the cliff to the Shadow Monks and Shadow Beasts. You don't need to waste time casting SF, but make sure you wield your staff here; the Beasts will cast SS on you if you have a martial weapon. Continue running east, but avoid aggroing any of the Shadow Rangers or Abyssals around ToC. If there's not a VoS balling them up then you can run through, but it's not a good habit, so run around them to the right. At the point where ToC meets the Great Battle Field, there are a group of Shadows and a group of Skeletals. They're all casters, so cast SF before you aggro them, and then pull the Shadows into the Skeletals so that they start fighting each other. Then run to the camp - this is where Eternal Weaponsmith and Kromril the Eternal spawn - they're the quest NPCs for Army of Darkness and The Eternal Forgemaster. Unfortunately, they won't spawn until you kill the 3 Shadow Rangers, 1 Shadow Monk, and 1 Shadow Beast. To do this, run to the north until 4 Skeletal Impalers pop up - aggro them and the 2 nearby Skeletal Ether Breakers and Skeletal Berserker. Use Honor and Sliver to kill the Beast and the Berserker, while using Technobabble on the Monk and attacking him with your spear to interrupt his heals. Then kill the monk and the rangers to pop the camp NPCs. Take both of their quests, and run across Battle Field to the east, where you'll find the Priest of Menzies. Once again you'll have aggro of 4 Impalers, 2 Ether Breakers, a Berserker, 3 Shadow Rangers, a Shadow Monk, and a Shadow Beast, as well as the boss himself. Kill the Berserker and the Beast, and while you're doing that, pull the Menzies down from the cliff, taking care not to aggro the nearby Dragon Lich. Pull the Menzies and the Shadow Monk so that they stand adjacent to each other, but not in exactly the same spot - you need to use Sliver so that it only hits Menzies, use Technobabble on the Monk next to him (so it dazes them both), and attack Menzies with your spear so you interrupt his heals. When he dies, he'll drop an Unholy Text, which you need to carry back to Kromril the Eternal to complete the quest. On the way, find and kill the Shard Wolf in the middle of Battle Field - if the T1 hasn't taken The Hunt, the Wolf won't have spawned, so check your quest log if you can't see it. Don't forget to drop the Unholy Text before you cast SF, or its duration won't be extended by 20%, so it will run out before it recharges. Once you've turned in the book, run to the Temple of War, AKA the " forge". If the main team hasn't started Defend the Temple of War yet, you can help them out by tanking the groups on one side - usually the south side. When the quest is taken, groups of Abyssals and Shadow Beasts will spawn - aggro the ones on your side and pull them to the bottom of one of the ramps. When they're all settled on you, cast Honor; ping that you're using it, and the VoSs will jump in and spike the group. When those enemies die, more Shadow Beasts will spawn in the same place the first ones did. DC to them, let them settle on you, and ping Honor again. Don't bring them near the corpses of the ones you just killed, or they'll use Consume Corpse and teleport all over the place, healing themselves. After Defend is done, you can leave the forge by the southern exit and run to the Spider Cave. Try to avoid pulling any Shadows with you into the cave, or they'll fight with the Armored Cave Spiders and Doubter's Dryders, killing off much of the aggro you need to use Sliver. The Spiders have Savage Shot, so take care not to stand next to them while casting skills. Throughout the cave, there are several indentations in the wall where you can stand and not get hit by any the ranged attacks, so you can go in these safe spots to cast your skills if you want. Run straight through the cave and out the other end, emerging at the Fissure Shore, AKA the Fissure Beach. There you'll find another Shard Wolf: kill it, and return to the cave. Go back through the cave, killing the 5 Seeds of Corruption along the way. Back at the north-east entrance to the cave, you should see another Shard Wolf patrolling around. You need to kill it, but all the Shadows nearby are its allies, and the Monks will heal it, so avoid aggroing any of them, and pull the Wolf close to the cave so you can kill it. If you accidentally aggro the Shadows and create a mess without getting the wolf killed, let them know and either the T1 can kill it or the main team can spike it. When you've done that, run to ToS and kill the Shadow Lord - and then your job is done! You can now help the rest of the team finish their quests, or just go to the forge and wait for the chest to spawn.
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Post by Misty on Apr 13, 2015 16:15:59 GMT
MTBuild:OwZjMOfcCT6MHQIQ4O5i8QlC0kA Equipment:Blessed Insignias on all armour pieces Shadow Arts headpiece with Rune of Superior Shadow Arts Rune of Superior Vigor
3x Rune of AttunementSwift Staff of Enchanting with "Don't Think Twice" inscription one-handed weapon of Enchanting with "Don't Think Twice" inscription (for your shield set) Shield of Devotion with "Riders on the Storm" inscription any long/flatbow (for pulling) Required pcons: none Recommended pcons: Birthday Cupcake makes you a little faster, as does Pumpkin Pie or Rock Candies, and pretty much anything is helpful to make your job easier Tactics:As soon as cons are popped, use SF and Shroud (you don't need Armor of Earth for this first pull, but it's a good idea to get used to using it), and DC to the group of Shadows to the south-east. If you just walk up to them, the Warriors and Beasts will run towards you, and there's a chance they could aggro to your team and Rastigan the Eternal, causing a mess and possibly getting Rastigan killed, which will make you fail. Run up the cliff to the east and then turn north, aggroing Shadows as you go, but stop before you aggro any Shadow Rangers or Abyssals. You don't need to grab everything else - the purpose of what you're doing is to clear a path for Rastigan to run to ToC, so just make sure you have all the enemies that would aggro him on his way past. If any of the Shadows ran off to chase the T1 and T2 as they went past, wait a moment for them to come back, and then go back the way you came, down the cliff towards your team. As you do this, all the casters should stack up nicely - a perfect ball is where all the enemies are within adjacent range of each other, and a messy ball is where they're all within adjacent range of a central target. If the ball is messy, ping a central target so the VoSs know what to attack. If the enemies are any more spread out than this, it's not a ball, and you need to take a few steps forward (or go back the way you came) to stack them up. When the casters are balled, DC into them, and wait for the Warriors and Beasts to run up to you. You may have to move around a bit so that they're all nicely stacked up, and then cast Honor; ping that you're using it, and the VoSs will jump in and spike the group. Wait until most of the enemies are dead before running off, or any leftovers may chase you across the map, making them annoying for the VoSs to kill; however, you can leave a couple of enemies behind if you're unable to get them all in the ball. If a VoS has already done it, you can skip this next pull - if they died or just didn't attempt it, you'll need to do it yourself: Run around ToC, aggroing all the Shadow Rangers and Abyssals - if you go around as far as you can, the Rangers should stack up, although a couple may be out of the ball. You can either run back around the way you came to get them to stack, or just leave them out for the VoSs to clean up afterwards. As soon as you're happy with the Ranger ball, DC in and let the Abyssals settle on you before pinging Honor, just like with the first pull. When they're dead, proceed to the east until you can turn north, running past a mixed group of Shadows along the way. At the point where ToC meets the Great Battle Field, there will be a group of either Skeletal or Shadow casters, depending on who won the fight when the T1 and T2 pulled their groups together. Ball them up and wait for the VoSs to spike - be aware that the Skeletal Icehands have Lightning Touch, so they'll run up to you to use it, potentially ruining a good ball. A good trick to counter this is to quickly ball up the Ether Breakers, and DC to them before the Icehands get a chance to touch you. Then the Icehands should just run in, and the ball will be complete. Run to the Temple of War, AKA the " forge", and try not to aggro any Skeletal patrols along the way. There will be a couple of Skeletal Impalers, but you can safely run past them. If the T1 has opened the forge, the entrance will be clear, and the gate will be open for you to go in. If there are Shadow casters blocking the way, you'll need to ball them up and kill them to open the gate. Inside the forge, you'll find 3 patrols of Shadow Beasts and Abyssals, as well as 4 stationary groups, each consisting of 2 Shadow Monks and 2 Shadow Mesmers. Sometimes the caster groups spawn nicely bunched up, but otherwise you'll need to ball them. If there's a patrol coming towards you, aggro them and wait for them to settle before you ping Honor, or they'll walk up while the VoSs are spiking, and cause a mess. Go anti-clockwise around the forge, spiking each group. While you're doing that, one of the VoSs should be soloing the enemies at the top, but if they die, run up the ramp to where the 8 Shadow Rangers are standing, stand on the nearest pair of Rangers, and ping Honor when the Beasts settle on you. Use Honor and Sliver to help the VoSs finish off the other Rangers, and then go down the ramp to get ready for Defend the Temple of War. When the quest is taken, a load of Shadow Beasts and Abyssals will spawn on the north and south sides of the forge. If the T2 is fast, and has arrived at the forge, or you have an experienced VoS, s/he can tank the south side (and you'll go north), but otherwise you need to be down there, waiting near the southern gate. Ping SF to let the team know you're ready, and when the enemies spawn, pull them to the bottom of one of the ramps before using Honor. When those enemies die, more Shadow Beasts will spawn in the same place the first ones did. DC to them, let them settle on you, and ping Honor again. Don't bring them near the corpses of the ones you just killed, or they'll use Consume Corpse and teleport all over the place, healing themselves. If north side wasn't done by someone else, run over there quickly and do the same thing. After all the enemies die, a load of allied NPCs will spawn, and you can leave the forge the same way you came in. Head west towards the Forest of the Wailing Lord, and along the way you'll encounter several Skeletal patrols. None of these actually need to be killed, but it helps the rest of the team get past, and it'll save some trouble later on; one group in particular is right in the way of the road to the Forest. Pull the 2 most annoying groups south, until the Ether Breakers are balled up against the cliff, and then DC to them. If you did this correctly, the Bonds should try to run around you, but instead get body-blocked and stack with the Ether Breakers. The Berserkers and Icehands will run in of their own accord, of course. If you have Impaler pop-ups as well, don't worry about getting them into the ball - it takes about twice as long, and Impalers have Distracting Shot, so standing next to them while casting is risky. Also, don't worry if you can't make a perfect ball, because this pull is rather tricky. So long as the Berserkers, Icehands, and Ether Breakers get killed, you can run off to the Wailing Forest. Stop when you see a patrol of 3 Spirit Shepherds. Target one of these guys and run past them, popping up Rock Borer Worms as you go. Beware that the Worms have Choking Gas, so their attacks will interrupt your spells, and they have a very long range. Also watch out for Armored Cave Spiders, which have Savage Shot, so don't cast important spells while standing too near them. Spirit Woods can safely be ignored, but bear in mind that they use Nature's Renewal, which increases the cast time on your enchantments, making them even more prone to being interrupted. Without going so far that you lose aggro of the 3 Spirit Shepherds, look around for 4 more groups of them (3 in each group, 12 altogether) patrolling around here - aggro all of them and ball all 5 groups up by pulling them around the cliff to the west of the Rock Borer Worms, taking care not to let the main team catch aggro. With Armor of Earth and a lightning shield, you can tank the Shepherds' Lightning Touch, so feel free to sit on top of them to cast Honor. Make sure all 15 Shepherds died - if not, you'll need to hold their aggro a little longer so that they don't annihilate the main team. You can then leave the team behind, run off to the north, and DC up the cliff where you see more Shepherds and Woods. Don't try to DC from too far east, or you'll fail; you can only shadow step up a cliff if the entire path you would have to walk around is in party range (i.e. visible on the compass). Up there, you should find a Shard Wolf: kill it with Honor and Sliver. If the Shepherds keep running up and stop you from killing the Wolf, try pulling them far away from it (preferably up a cliff so that they have a long way to run around), and then DCing to the Wolf to Sliver it quickly. If a VoS (or another terra, if they've arrived by now) has already done the bridge, you can skip the next part and go straight to the Wailing Lord to take the quest A Gift of Griffons. If the VoS has failed or just not attempted it, you have to do this yourself: Go west until you see a group of Skeletals on a bridge. On the far side of the bridge, there should be a Wailing Lord (do not kill him, or you'll fail!) and 5 patrolling Banshees. If they're not there, your monk forgot to take the quest, so send someone back to get it. Pull all the Banshees with a long/flatbow - you should be able to get them without actually crossing the bridge. If you go too far, all the Skeletals on the other side will run at you, so you'll have to tank them as well. Ball everything up, but avoid standing anywhere Impalers have been, because they'll have covered the ground in traps. As soon as all the Banshees are dead, the hostile Wailing Lord will be replaced with a friendly one, and everyone can back off. Walk across the bridge (tanking the Skeletals on the other side), and after making sure everyone is ready, take the quest from the Wailing Lord. Run south-east towards the group of Skeletals that just ran into the Forest - ball them up but don't worry about the Bonds, who will run out of the ball. DO NOT ping an enemy target - if you do, the Forest Griffons will start following you, and they may run into aggro and die, causing you to fail. It's still okay for you to ping Honor, or any of your enchantments, but avoid targeting any enemies until this quest is done, just to be on the safe side. Several enemy groups will have spawned on the path from the Forest to ToC - it's up to you to decide what to do with each of these. You have three choices: run around them (if there is a clear path with no aggro, and plenty of room for the Griffons), have a terra pull them out of the way and just hold them there (assuming the terras are actually available to come help), or ball them up and spike them (if they're right in the way). Take no unnecessary risks - this is T2way, not a record attempt. If the team wants, you can spike every single group, although there are some that can always be avoided, no matter where they spawn. When you've killed the last group of Shadows, just outside ToC, tell the person holding the Griffons so that they can bring them. Then find the Shard Wolf just to the south of ToC, and pull it with a flat/longbow to bring it away from the nearby Shadow Monk, which would heal it. Help the VoSs kill the Wolf, and your job is complete! You can now go and cover either of the terras if they're not finished, or just go to the forge and wait for the chest to spawn.
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Post by Misty on Apr 13, 2015 16:18:15 GMT
VoS (advanced)Build:Ogekwup2K/Jk513G7F3Fuj2VzVuI Only one person should run this build - either a highly experienced VoS, or whoever is most experienced. You don't have to be a pro - just don't give this build to an absolute FoW beginner. Equipment:Windwalker Insignias on all armour pieces Earth Prayers headpiece with Rune of Superior Earth Prayers Rune of Superior Vigor Rune of Minor Mysticism Rune of Minor Scythe Mastery Rune of Attunementq9 Vampiric Scythe of Enchanting with "Guided by Fate" inscription Swift Staff of Enchanting with "Don't Think Twice" inscription any long/flatbow (for pulling) You may also want a zealous scythe, a piercing shield, and/or a full set of Forsaken armour. Required pcons: Birthday Cupcake, Candy Corn Recommended pcons: Pumpkin Pie, Golden Egg, Candy Apple, anything else you feel like popping to make yourself more effective Tactics:
Run straight forward at the start, and DC up the cliff to the Shadow Monks and Shadow Beasts. Make sure you wield your staff here; the Beasts will cast SS on you if you have a martial weapon, but you can switch to your shield set once the Beasts are out of range. Cast Sand Shards, Mystic Regen, and Mirage Cloak, and run around ToC, aggroing all the Abyssals and Shadow Rangers. Maintain Mirage Cloak and Mystic Regen - it's possible to get knocked down on Mystic Regen, so re-cast it well before it expires, so that it will recharge again in time. Sand Shards provides an extra enchantment to give you max regen from Mystic Regen, so keep that up too. Run around ToC so that the Rangers ball up - if you get to the cliff and they're still not balled, go back the way you came and pull them again: all the Rangers need to be stacked up. DC to the Rangers, use VoS, use Honor, use Staggering Force, switch to your scythe (if you didn't already), and use Eremite's Attack. Re-cast Sand Shards, and auto-attack to finish off any remaining foes, re-using Staggering Force and Eremite's Attack on recharge. Mystic Regen and Mirage Cloak must be maintained the whole time, so don't use one of them in between Staggering Force and Eremite's Attack, or Eremite's will strip it off! When all those enemies are dead, switch back to your staff and wait for Rastigan the Eternal to run up to ToC and begin his incantation. Take the ToC quest from him, and when he says "Shelter not the coward...", use Sand Shards and Mystic Regen. The instant the gate opens, use Mirage Cloak and step forward to block the doorway. Use Honor and VoS, and tank the 2 Abyssals while waiting for Shadow Lord Vogris to run up to you, refreshing Mirage Cloak before it expires. When Vogris reaches you, use Staggering Force, switch to your scythe, and use Eremite's Attack. Auto-attack once, re-use Sand Shards, and then keep attacking until the enemies are dead. On no account must you step back to be in adjacent range to Rastigan - even if Vogris slips past you, just kill the Abyssals and then deal with Vogris. If you are not confident doing this part, even with the monk backing you up, ask one of the other VoSs to stay with you and help body-block. If you are supremely confident in soloing it, you can send the monk away, but there's not much point in doing that. Accept the quest reward from Rastigan, and get the next quest too, The Wailing Lord. Then run to catch up with the main team at the Temple of War, AKA the " forge". There the MT will be balling up groups of enemies. If the first group of casters is already dead, you can run up the ramp to solo the top. Just like at ToC, maintain Sand Shards, Mystic Regen, and Mirage Cloak, but do not use a shield set, and do not switch to your scythe until you're ready to use Eremite's Attack. Pop all 4 Shadow Beasts, stack them on top of any pair of rangers, cast VoS, Honor, and Staggering Force, and then switch to your scythe to use Eremite's Attack. Re-cast Sand Shards, and auto-attack to finish off all the remaining Beasts. Then kill all the other Rangers, taking care not to kill yourself with SS - just stop attacking wait for it to expire if your health gets too low. By the time all the rangers are dead, the rest of the main team should be finished, and you're ready for Defend the Temple of War. If the T2 has arrived at the forge, s/he can tank the enemies at the south side of the forge and you'll just spike, but otherwise you should do it. Stand near the southern gate wielding your staff, and use Sand Shards, Mystic Regen, and Mirage Cloak. When the quest is taken, Abyssals and Shadow Beasts will spawn on top of you; walk them back to the bottom of the ramp, and use VoS. Ping Honor when the enemies settle on you, use Staggering Force, switch to your scythe, and use Eremite's Attack. Finish off the enemies, and 4 more Shadow Beasts will spawn at the gate. Switch to your staff, DC to the closest Beast, and pull them out of range of the corpses of the Abyssals you just killed. Ping Honor, and kill the Shadow Beasts. Go to the north side and help them kill if they haven't finished, or just leave by the northern gate if they have. The MT should be balling up some Skeletals on the Great Battle Field, on the road to the Forest of the Wailing Lord. Avoid aggroing anything, and use Sand Shards, VoS, Mystic Regen, and Mirage Cloak - when the MT pings Honor, DC to a central target, and use Staggering Force and Eremite's Attack. Finish off anything that didn't die, using Honor where necessary. Run west towards the Forest, put up your enchantments before aggroing the Rock Borer Worms, wait for the monk to use "Can't Touch This!", and then DC in. Use Honor, and kill the Worms - you usually don't need to kill all 6, but it's wise to be safe. Taking care not to aggro any of the Spirit Shepherds the MT is balling, kill any nearby Spirit Woods, but make sure you have your enchantments up ready to DC in and spike when the MT pings Honor. When the Spirit Shepherds are dead, run around to the west and north until you see a group of Skeletals on a bridge. On the far side of the bridge, there should be a Wailing Lord (do not kill him, or you'll fail!) and 5 patrolling Banshees. If they're not there, your monk forgot to take the quest, so send someone back to get it. If one of the terras has arrived to help, let them ball the Banshees and Skeletals for you to spike, or if you're just not confident doing it yourself, wait for the MT to do it. If you're not going to do the bridge, just cast your enchantments, pop the Rock Borer Worms near the bridge, cast Honor, and kill them. If you are doing the bridge, don't stay after you cast Honor - just run forward and stand in the middle of the bridge, maintaining Mystic Regen, Mirage Cloak, and Sand Shards, and not standing next to Skeletal Impalers (their traps will kill you). Don't go too far across the bridge, or you'll aggro the Skeletals on the far side - just switch to your long/flatbow and pull all 5 of the Banshees. Step back so that all of the melee are in front of you, with the parapet of the bridge to your right. Cast Honor, VoS, Staggering Force, and Eremite's Attack, and then finish off any Banshees that survived. You can now run away (go south)! Wait for the MT to take the quest A Gift of Griffons - do not ping any enemy targets during this quest, or the Forest Griffons will start following you, and if they get aggro and die, you fail. Instead, go east to where the MT will ball up a group of Skeletals. Put up your enchantments as usual, and spike when Honor is pinged. Now just follow the MT all the way to ToC, spiking groups or avoiding them where possible. After spiking the last group of Shadows right outside ToC, the MT will pull the Shard Wolf back to the team - kill it, and your job is complete! You can now go to the forge and wait for the chest to spawn.
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Post by Misty on Apr 13, 2015 16:18:39 GMT
VoS (inexperienced)Build:Ogekwqp4K/Jj59bze5u4OtbzFAA All the dervishes should run this bar, except for the most experienced one. The 2 VoS builds are almost identical, but the last slot on this one is optional - you don't need another copy of Honor, so bring something cool like YMLaD, "Finish Him!", " I Am the Strongest!", Lyssa's Assault, or Club of a Thousand Bears. You could also go D/W, swapping DC for EE and bringing Whirlwind Attack or Distracting Blow. Equipment: Windwalker Insignias on all armour pieces Earth Prayers headpiece with Rune of Superior Earth Prayers Rune of Superior Vigor Rune of Minor Mysticism Rune of Minor Scythe Mastery Rune of Attunement
q9 Zealous Scythe of Enchanting with "Guided by Fate" inscription Swift Staff of Enchanting with "Don't Think Twice" inscription Required pcons: Birthday Cupcake Recommended pcons: Candy Corn, Pumpkin Pie, Golden Egg, Candy Apple, anything else you feel like popping to make yourself more effective Tactics:Almost all of what you have to do in FoW is " spiking". This means using Sand Shards, VoS, Mystic Regen, and Mirage Cloak while the MT is balling enemies up, DCing to a central target when the MT pings Honor, using Staggering Force, and then using Eremite's Attack - if done correctly, this will make the enemies die. If you use the skills in the wrong order, the results can be disastrous - fortunately, it's the exact same order with every single spike. Unfortunately, you need to know when to cast your first 4 enchantments, because if you use them too early, they'll run out before the MT is ready for you to spike. Watch the MT carefully, and try to predict when s/he will ping Honor - usually when all the enemies are balled up! Most of the time, it's good practice to wield your staff - don't switch to your scythe until you're about to DC in. This is partly so you don't suffer the -1 energy regen from your scythe, but also so that Shadow Beasts and Shadow Mesmers won't cast SS and Empathy on you. As soon as you load in, step back to make sure you don't aggro an enemy patrol, and stand with Rastigan the Eternal. The MT will run off and start balling up the Shadow foes to the south-east, and when s/he starts running back towards you, it's a good time to use your enchantments. Get up close so that you're ready to DC in when the MT pings Honor, but not so close that you catch aggro. Spike the enemies, and if any survived, re-cast Sand Shards and use your optional skill and auto-attacks to clean up what's left. If ToC is not being done by the experienced VoS (or s/he has died in the attempt), the MT will run to the north and ball up the Shadow Rangers and Abyssals. Once again, follow closely without catching aggro, and spike the ball quickly. When that spike is done, follow the MT - if the experienced VoS is doing ToC, just follow the MT immediately after the first spike is finished. You'll be running past a few enemies here so wield your staff. Ignore the Shadows - they won't hurt you, so just keep running until they break aggro, but don't go so far that you aggro the Skeletal Ether Breakers and Icehands up ahead. The MT will ball these and you can spike, and then follow the MT again to the Temple of War, AKA the " forge". Avoid aggroing any Skeletal patrols along the way, but you can safely run past the 2 Skeletal Impalers that pop up. The entrance to the forge should be clear, but if there are some Shadow casters standing around there, the MT can ball them up for you to spike. Inside the forge, the MT will start balling groups of enemies - taking special care not to aggro any of the patrolling Beasts and Abyssals, spike all the groups as you go around anti-clockwise. When everything has been spiked and there are just a few Shadow Rangers at the top, go and kill them, maintaining VoS, Sand Shards, Mystic Regen, and Mirage Cloak, and using Staggering Force and Eremite's attack on recharge. When all the enemies in the forge are dead, you'll be ready for Defend the Temple of War. Enemies will spawn on both sides of the forge - two VoSs should go to the north and two to the south, so talk to the other dervs to find out which way you'll be going. The MT will be tanking on one side, and either the T2 or the experienced VoS will be on the other. Stand at the top of the ramp until the tank on your side pings Honor, or you'll catch aggro and enemies will run up to the Eternal Forgemaster, failing the run. After spiking, let your tank DC to the new Beasts that spawn, and make sure you don't catch aggro. After you kill those Beasts, go and help the other side if they haven't finished, and then leave the forge by the north entrance. The MT should be balling up some Skeletals on the Great Battle Field, on the road to the Forest of the Wailing Lord. Spike them when they're balled, and finish up any leftovers while the MT runs off. Once everything is dead, continue west to the Forest, but watch out for the Spirit Shepherds the MT is pulling - do not aggro these. There will also be 6 Rock Borer Worms popped up - wait for the monk to use "Can't Touch This!" and then kill all of the worms. You can now kill the nearby Spirit Woods, but pay attention to what the MT is doing so that you don't catch aggro and are still ready to spike the ball of Spirit Shepherds. After making sure they're all dead, run around to the west and north until you see a group of Skeletals on a bridge. Kill the Rock Borer Worm popups, and then wait - the experienced VoS may be soloing the Banshees across the river, but if the MT or one of the terras is going to ball them up, be ready to spike. Do not cross the bridge, and on no account attack the Wailing Lord - if he dies, you fail. As soon as all the Banshees are dead, you can run away to the south - none of the Skeletals need to be killed. The MT should now take the quest A Gift of Griffons - it's important that during this quest you do not ping any enemy targets. If you do, the Forest Griffons will start following you, and you may lead them into aggro - if any one of them dies, you fail. Instead, just follow the MT and spike the groups of enemies. There will be 7 new groups on the way back to ToC; the MT will decide which of these to kill, which to go around, and which to pull out of the way. Watch your aggro bubble when you're avoiding a group, and remember not to hold down Ctrl when you attack stuff. After spiking the last group of Shadows right outside ToC, the MT will pull the Shard Wolf back to the team - kill it, and your job is complete! You can now go to the forge and wait for the chest to spawn.
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Post by Misty on Apr 13, 2015 16:19:06 GMT
UABuild:Owkj0oQq5SOgNgriTf0btl7YMEA To res people with UA, you should cast the spell in advance, and it will appear on your screen as a maintained enchantment. When someone dies, stand in earshot range of their corpse and double-click on UA to dismiss it. Cast UA again, and keep it up until someone else dies. It is only occasionally appropriate to heal the dervishes - mostly your heals are for yourself and for critical NPCs. You can use Cure Hex on the VoSs, though. Equipment:Radiant Insignias on all armour pieces Healing Prayers headpiece with Rune of Minor Healing PrayersRune of Superior VigorRune of Minor Divine Favor2x Rune of AttunementHealing Prayers Wand of Memory with "Aptitude not Attitude" inscription Command Shield of Devotion with "Riders on the Storm" inscription You may also want a piercing shield (for Shadow Rangers), a 40/40 Divine Favor set (for spamming UA) or a staff (for HSR on all spells), but your equipment is not terribly important as UA. Tactics:As soon as you load in, step back to make sure you don't aggro an enemy patrol, and take the Tower of Courage quest from Rastigan the Eternal. The MT will run off and start balling up the Shadow foes to the south-east, and when s/he starts running back towards you, cast GDW on each of the VoSs. When the MT casts Honor, run up and use Technobabble on the enemies - if there is a Shadow Monk in aggro but not balled up with the other enemies, daze it and auto-attack to interrupt its heals. When those enemies are dead, go north to ToC. If the experienced VoS is soloing the enemies there, you can just help finish them off, or if the MT has to ball them up, cast GDW on the VoSs again before they spike. As soon as you're certain the team can handle the enemies without your help (just wait until they're dead if you're not sure), go back the way you came and use "Fall Back!" to speed up Rastigan on the way to ToC. Stand behind Rastigan as he does his incantation, and when he says "Shelter not the coward...", cast GDW on the VoS. When the gate opens, 2 Abyssals and Shadow Lord Vogris will spawn - cast Technobabble on Vogris, and auto-attack him to interrupt his spells. If he successfully hexes your or the VoS with SS, use Cure Hex to remove it. Heal Rastigan if he takes any damage, and as soon as Vogris is dead, accept the quest reward from Rastigan and take the next quest, The Wailing Lord. Keep healing Rastigan until the Abyssals are dead - if he dies, you'll fail. It shouldn't be necessary to heal the VoS if they are good, but do use your heals if s/he is getting knocked down and losing a lot of health. When Rastigan is safe and the Wailing Lord quest is taken, go with the VoS to the Temple of War, AKA the "f orge". There the MT will be balling up groups of enemies. Support the VoSs by casting GDW on them (don't cast anything on the VoS who runs up the ramp), removing hexes, and using Technobabble on the enemy casters. When all the enemies at the bottom are dead, go up the ramp with the VoSs to help kill everything up there. Talk to the Eternal Forgemaster, and prepare to take the quest Defend the Temple of War. Enemies will be spawning on both sides of the forge - the MT will tank on one side, and either the T2 or a VoS will take the other, or the MT will do both. When the tanks signal that they're ready, take the quest. Cast GDW on any VoSs that are not tanking, and stay with the Forgemaster in case enemies run up and attack him - keep him alive at all costs, or you'll fail. Unless the VoSs are dying, you will not need to move. When the quest is done, Eternal Lord Taeres will spawn below the south-western ramp, and you can take his quest, Tower of Strength. If he starts fighting, he won't talk to you to give the quest, so get it quickly before he walks into aggro, or keep him alive until he kills it - if he dies before someone takes the quest, you can't finish. When ToS is taken, go back up the ramp to the Forgemaster, accept the reward for Defend, and take the next 2 quests: Khobay the Betrayer and Restore the Temple of War. After taking all 3 quests, you can leave the forge by the north entrance, and go west across the Great Battle Field, where the MT will be balling up 2 groups of Skeletals. The Icehands have Lightning Touch, so use CTT on the VoSs before they spike; don't forget to cast GDW on all the VoSs too. When they jump in to spike, use Technobabble on any Bonds that aren't balled up, and help finish up any leftovers. When those are dead, go with the VoSs to the Forest of the Wailing Lord, and use CTT again before they attack the Rock Borer Worms. Support the VoSs with GDW, watching out for Choking Gas from the Worms, and not aggroing the Spirit Shepherds the MT is pulling. Use CTT again before the VoSs spike the Spirit Shepherds, and use Technobabble to help them clean up leftovers. When the Shepherds are dead, go west with the VoSs, and use CTT one last time for another group of Rock Borer Worm popups. You can use CTT again if someone accidentally pulls the Icehands on the other side of the river, but otherwise it will not be needed. Stand back and wait for the MT to take the quest A Gift of Griffons - before the quest is taken, target an enemy, hold down Ctrl and Shift, and press Space to ping the target. If you don't hold Shift, you'll run towards the target to attack it, which is inconvenient. It doesn't matter which target you choose, so long as it's an enemy, but try not to choose something that might die soon, such a nature spirit. Also, remember that your ping will expire after 30 seconds, so ping again before it runs out. The purpose of this is to make the Forest Griffons follow you - if they run off, they're liable to get aggro. If this happens, use Healing Ribbon to heal all 3 of them at once, and try to get them to follow you away to safety. Make it a priority to not lead them into aggro, though, because if they die, you will fail. Stand well back from the team, and wait until the way is clear. Ask the team to tell you when you can start moving, and then carefully avoid aggro all the way - remember that the Griffons are behind you, so it's possible for them to run into aggro even if you don't touch enemies with your own bubble. Use "Fall Back!" to speed the Griffons up, and lead them all the way to Rastigan at ToC. When all 3 of them are inside, they'll stop following you, and your job is complete! You can now go to the forge and wait for the chest to spawn.
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Post by Misty on Apr 13, 2015 16:19:19 GMT
General TipsT1: Strong alcohol (including grog, with its misleading 3-minute timer) makes you drunk for 5 minutes, so if you use it at the same time as your egg, you can rely on that timer. MT and T2: Always have IaU up when you use your skills. The only enemies that will KD you are Shadow Warriors and Abyssals, but it's a good habit to learn, and when you stop to cast, you're more vulnerable (because you're not moving), so that's a good time to have an armour boost. UA: Don't cast spells on anyone who is in aggro, or the enemies will aggro to you.
Everyone: If a pull gets messy and you need to break aggro, the entire team needs to break aggro. So long as one person still holds aggro, nobody has completely broken (unless they've died), and the enemies will go for them as soon as they get close again.
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