User:Rotfl Mao/Vanquisher

Since i'm playing Mesmer, i'll focus on this class(+heroes of course). This is mainly for people who, like me, don't really fancyPUG's and do most thing with hero/hench parties, and are not really top gear pro gosu awesome players. Leave a comment on the talk page if you find this usefull/useless, or got an idea, etc..

Few Tips: Equip some good ressing spell, rebirth perhaps. If you'll get in a tough fight and have to retreat, you might find yourself alone with everyone dead just near the spawn. If you rebirth them, they'll teleport to you. If all of your party gets -60 DP, it's no cigar. Take the bosses out early, especially the weaker ones. morale boosts helps, with death penalty you'll prolly won't take them out at all. It's better to fight with obeying heroes than idiots, no matter how many neurons they might have. Experiment and have fun, that's what the game's about, no one want to be smashing their keyboards ^^

Ascalon
Old Ascalon

Quite big area to start with. My build is Empathy, Ineptitude, Clumsiness for meele enemies(grawl, etc), Backfire and Arcane Thievery for mages. Leaves place for res, maybe some interrupts, something that suits you. Heroes/Henchmen: Tanking koss("Watch Yourself!", knockdowns are good for grawls)if you're not a warrior, Healing Dunkoro/Tahlkora, either Ele or N, i went with Flesh Golem Olias+horrors,Death Nova, the like.

Start going right to the statue of balthazaar, get 50gp blessing, heroes will get that too so makes for a bit easier fights. Keep an eye out for devourers popping from the ground, don't advance too slowly but don't rush either. Leave NW part of the map(where the trenches are) for last, avoid the cave to the east completelly - only devourers pop out there in big numbers(for 4-player team). When fighting grawls/ulodytes, target latter first, put backfire and steal a spell, switch(TAB) to grawl(s) and hex them with anti-meele(so they loose life). Now, if you stole heal area, ulodyte won't heal himself too much and die quickly. If you stole heal other, grawls won't be healed and will die quickly. Otherwise, you might want to retreat now.

To the south there's Bonetti(easy) and grawl boss(if it's a monk you got a tough fight). Cobble Poundstone might appear on top-centre, interrupt healing signet, otherwise easy. Devourers mainly pop up in north, northeast, east. devourer boss in the cave to W(where that hermit guy is), watch out for pop-ups.

Regent Valley

Starting from Fort Ranik, you may use the same setup as from Old Ascalon, with a bit more emphasis on interrupts, can consider Norgu if you're not a Me. Going off stop by the guards, couple of charr warriors with ash walker behind will engage them, stay behind and help finish them off. A lot less hulking elementals to deal with which is a shame since they're piece of piss really... Renegades will make for a tough fights, they use Mind Burn(even non-eles)/Fire Storm, try to interrupt this, Power Block works well(as on ugolytes). Regular renegades only got mind burn, steal this and they're just regular cannon fodder. Go down to the bridge and ignore area that leads to pockmark flats, there's only devourer pop-ups over there.

Up the southern path there's a small plateau with about ten grawls/ugolytes. Tough area to take at once, so flag the party and pull one. Thing is grawls come in pairs Grawl/Grawl Ulodyte, so pull those and dispatch one at the time. If you get nito a fight with more than one ugolyte, you'll propably die, so just retreat.

Up to kings watch there's a melandru shrine and a charr group, standard 3warriors/ash walker. Grawl closer to the western river tend to be loose kind, so if you aggro one, the rest will ignore it. There's more of them close to the shrine though. Moe devourers up past the northern bridge, with another concentrated group of grawl in about central area of the map, with some hulking elementals. Again, pull those one by one.

Pockmark Flats

Start from Serenity Temple, Devona will be waiting for you over there, so take her. You might want to change your build a bit, more interrupts/shutdown. Also, consicder bringing more powerful skills with higher energy costs instead of cheap spammable ones.

You can start with clearing the big crater, there's quite a lot of mob over there. Along with hulking elementals there are stone elementals, which use eruption and earthquake, try to interrupt or disable these. After that there's only meele ward. What's a big problem however(at least fo us Mesmers) are Storm Riders. Not only they have backfire, which you HAVE to interrupt/disable, but cast Panic on your warriors along with Energy Drain, and come in packs of 2-3. Consider bringing Lion's Comfort instead of Healing Signet and hex removal, i/e. Remove Hex on dunkoro, Inspired Hex, the like.

Further down the map there are occasional devourer pop-ups and a few gargoyles along with ressurect gargoyle, kill that one first, it raises dead allies. Devourers are usually in a pack of four, one beeing necromancer type, the rest are usually rangers with Quick Shot, they spam it right after regular attacks which makes for a fairly high damage output, either blind, cnockdown, etc. Empathy does good damage on them.

Southern paths are pretty low on mobs, mural of balthazzar is empty so no need to go there. There's a devourer boss south of the temple, past the riders circling charr meteor, looks alone but his spawn pops-up when you get close(lure him to avoid that).