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. If you're an interrupter, memorise the pattern in which foes are casting spells, they're usually casting them in a same chain. Makes it easier to interrupt skills you don't want to hit you AND, you can actually predict when they'll be casting them and fire the interrupt split second before(there's always lag, let's face it...). With a bit(lot) of luck you could interrupt even 1/4 spells. 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).

Ascalon Foothills Small but not so easy. Run from yak's bend to have size-six party. Minion Masters have a bit of a problem with bodies, so try not to rely on them too much. Greates challenges are Hydras, with Meteor and Phoenix, and Stone Furys with Earthquake, Eruption and Ward Against Melee. You absolutelly must interrupt at least some of these, otherwise you're toast. Elemental warriors are annoying with their Dwarven Battle Stance but well placed Ineptitude or Blinding Flash will make things a lot easier.

There's a statue of grenth up the road, so get there first and get the 50g blessing. The only other type of a monster i've encountered over there are those Singed Oaks, Quickening Zephyr may be a nuisance but otherwise they're quite easy. As for the skills, your standard build will prolly do, make sure you've gat at least two interrupts, something to blind warriors, maybe put dwarven stance on your warrior to interrupt enemy casters, or knockdown skills. There's no bosses in this area.

Northern Shiverpeaks
Traveler's Vale Quite easy. Parth size is six, so take additional tank and monk and you'll be fine. Most of the groups are either 3 or 4, with an exception of a few. When fighting dwarves you'll get a pattern of either W/R/Me or W/W/Me/E(siege golem), or some variations of these. Target golems first as they use damage/snare hexer which really piss off(and make tactical retreats impossible...). You can take care of W's with Ineptitude/Empathy/Clumsiness. You could try with Arcane Thievery on sages since you'll get your proffession spells(if you're a Mesmer^^) but then i'll got useless crap like Illusion of Haste most of the time...

Few bosses, the toughest one is a monk in the pass northwest, although with careful interrupting and/or Backfire it's not too tough. Up the north there's a tricky area where mob patrolling areas are quite small and overlapping eachother so you have to be carefull when pulling. One big 6-8 individuals group on the "top" of the map. Also, watch outfo occasional Juniper Bark pop-ups, Signet of Judgment knocks down AoE - get caugh in the fray and you're Dolyak food.

If you killed everything and still not get the reward, get back to previously visited areas, stone summit's got a few W/Me patrols with long paths, so you might have missed them.

Griffon's Mouth

Small and relativelly easy. Only a few Ice golems encountered here, with their Water Trident they don't pose too much damage. Worse are the Snow Ettins. Not only they are dmage orientated Warriors, but usually come in packs of four. Get an anti melee build with blinds (Ineptitude/Signet of Midnight/Blinding Flash) and spam Empathy and Clumsiness on them. they're fairly tough but don't carry any self healing.

Three bosses, elementalist dragon-like thingy, he dosen't deal massive damage but uses Glyph of concentration so your interrupts are useless(you shouldn't bring them here anyway). Warrior Ettin boss carries Healing Signet, so concentrate on other ettins while blinding him. Monk Ettin boss dosen't carry any skills at all.

Kryta
Scoundrel's Rise

Small, but bloody hell is it annoying. You'll swear a lot on this map. First, mergoyle wavebreakers that you'll prolly encounter first cast Grasping Earth and Deep Freeze. They deal fair amount of damage with this and Crystal Wave, so try to interrupt that. Worse are regular mergoyles, mesmers with Power Block. Of course, your monk will ALWAYS get hit by that. Luckily they don't deal all that much damage(it's still dangerous though) but use Mind Wrack/Spirit Shackles combo, so don't wand around too much.

Last, but not least, Bog Skale. First, they will cast Soul Barbs and then spam you with the rest of their hexes, triggering soul barbs. Life Siphon on a whole party, same for Price of Failure (switch monks/etc to non-attack mode and don't wand) and my personal favourite, Spiteful Spirit. With Curses at 20 it will hit you and adjacent allies for 45 damage... Now imagine this on EVERY party memeber... Even with massive hex removal you'll still get a huge amounts of damage. Spread your party and don't be afraid to retreat. Backfire them and interrupt SS or try to steal it(Arcane Thievery/Inspired Hex).

No bosses in this area. The swamp to the west makes you poisoned, so pull the skale over there to dry land before dispatching them. Toughest group is six bog skales about the centre of the map. No melee mob in this area, so focus your team on anti-caster skills. Interrupts, shutdowns, knockdowns, you name it.