dorkelf
Active Member
I need to go slaughter our good ol' undead friend Rurick and get Hundred Blades, and several guildies have already offered to help me do that tomorrow night. I though I'd post this in case anyone wanted to come along to try and cap any of the following from Hell's Precipace:
Mind Burn (Elementalist Scelus Prosum)
Panic (Mesmer Moles Quibus)
Aura of the Lich (Necromancer Maligo Libens)
Greater Conflagration (Ranger Valetudo Rubor)
Eviscerate (Warrior Tortitudo Probo)
Guildwiki says those bosses randomly spawn, don't know if that means they're always there but in different places or not always there. (UPDATE - they ARE always there, thanks Cloud G)
For anyone who would like quick advice on what to bring skill-wise, I'm pasting below some tips for this mission from Guildwiki:
Tip 1: It is imperative that you tackle the Titans and their spawns one by one. Good party organization is very important. If different party members fight a different monster, you'll end up with four or five Hands and Fists running around, and they will be tough to beat. Instead, focus on a Burning Titan and break it down to a Hulk. Then break that down to a Hand and a Fist, dispatch them, and move on to the next Hulk or Titan.
Tip 2: It is useful to have a Ranger who has Winter, as it turns all elemental damage to cold; most enemies in this mission are weak against cold damage.
Tip 3: Remind your Elementalists not to bring their fire attacks (unless someone has Winter). It is recommended to bring water spells instead, such as Ice Spikes and Maelstrom, and Shard Storm. Also, Warriors and Atown's ele should use normal weapons (or, better yet, icy weapons like Icy Dragon Sword), instead of their beloved Fiery Dragon Swords.
Tip 4: Remind your Warriors to bring some damage-soaking or health-enhancing skills/spells like Endure Pain. The Titans can dish out lots of damage in a hurry, as can the Portal Wraiths at the end. These protections can give extra time for the party's Monks to heal the warriors.
Tip 5: Surprisingly, the Necromancer's Well of Blood works well on this mission. It can be used when the Risen Ash Hulks die and the Fists/Hands of the Titans appear. Depending on how many points the Necromancer has in Blood Magic, this can negate the effects of burning on the players, which will free up a lot of energy for the Monks. It's also useful on the imps that are running about. At first glance you would think there are not many corpses to exploit, but in fact there are quite a few.
Mind Burn (Elementalist Scelus Prosum)
Panic (Mesmer Moles Quibus)
Aura of the Lich (Necromancer Maligo Libens)
Greater Conflagration (Ranger Valetudo Rubor)
Eviscerate (Warrior Tortitudo Probo)
Guildwiki says those bosses randomly spawn, don't know if that means they're always there but in different places or not always there. (UPDATE - they ARE always there, thanks Cloud G)
For anyone who would like quick advice on what to bring skill-wise, I'm pasting below some tips for this mission from Guildwiki:
Tip 1: It is imperative that you tackle the Titans and their spawns one by one. Good party organization is very important. If different party members fight a different monster, you'll end up with four or five Hands and Fists running around, and they will be tough to beat. Instead, focus on a Burning Titan and break it down to a Hulk. Then break that down to a Hand and a Fist, dispatch them, and move on to the next Hulk or Titan.
Tip 2: It is useful to have a Ranger who has Winter, as it turns all elemental damage to cold; most enemies in this mission are weak against cold damage.
Tip 3: Remind your Elementalists not to bring their fire attacks (unless someone has Winter). It is recommended to bring water spells instead, such as Ice Spikes and Maelstrom, and Shard Storm. Also, Warriors and Atown's ele should use normal weapons (or, better yet, icy weapons like Icy Dragon Sword), instead of their beloved Fiery Dragon Swords.
Tip 4: Remind your Warriors to bring some damage-soaking or health-enhancing skills/spells like Endure Pain. The Titans can dish out lots of damage in a hurry, as can the Portal Wraiths at the end. These protections can give extra time for the party's Monks to heal the warriors.
Tip 5: Surprisingly, the Necromancer's Well of Blood works well on this mission. It can be used when the Risen Ash Hulks die and the Fists/Hands of the Titans appear. Depending on how many points the Necromancer has in Blood Magic, this can negate the effects of burning on the players, which will free up a lot of energy for the Monks. It's also useful on the imps that are running about. At first glance you would think there are not many corpses to exploit, but in fact there are quite a few.
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