Talk:Shards of Orr

is it just me or is the end part of this dungeon extreamly hard? Axel
 * well if you survived the first levels it shouldn't be a problem. On a side note, try a sig of jugement spike, so fun seeing them all explode in one wave. Jaimes Laig Romarto 15:34, 1 September 2007 (CDT)
 * I cannot figure out how to kill the boss? Anyone done this yet? I never found the crew either. Edit: Finally got it, how annoying, having to kill the boss like 12 times. Got another damn Onyx, what the hell?!Gandorf

i need help getting pass this place, any tips besides spending hours finding a smiting monk? J1j2j3 23:29, 1 September 2007 (CDT)

I've killed the first form like 50 times, but he just transforms before I can kill the second. Anyone know what to do? 72.143.165.87 00:44, 2 September 2007 (CDT)
 * Basically you kill his first form, then his second then his first non-stop until his second form dies. I got him stuck against a wall and just attacked him forever as he kept changing forms. Probably went through about 10 switches before his second form died. If you let off at all his second form heals fast. Gandorf

Christ, but this place is "the fucking bullshit". I guess all those complaints about Smiting Prayers being useless got answered.. sort of. =p Specced Dunk for it just so I could get to the damn Gadd quest. --Nunix 12:15, 2 September 2007 (CDT)

Yeah, glad I spend 2h on that dungeon..for the Key boss on level 3 not to spawn....:S BTW it's not that difficult and I didn't use smite or any holy damage.--disarm 23:34, 3 September 2007 (CDT)
 * Well, I went to the beginning of level 3 to go back to level 2 and then come back up (to see if this time the boss would spawn).
 * As I'm approaching the level 2 portal theres a message 'a door has opened' (or something). I went back and the boss was there!!--disarm 23:43, 3 September 2007 (CDT)

Yes i HATE IT, that didnt work and i just spent 2 hours, with 60 dp crawling! However, if you dont have holy dmg, taking Razah, with spirits and bodyblocking helps, especially in AI parties

Dunno if this adds anything but got a req9 Elemental Sword from the end chest (dunno of people knew it already but it appears to drop from end chests). Also didn't have any trouble with this dungeon except for some stupidities like flagging the heroes and the other player with her heroes on the place where the *key boss* would spawn. Really holy damage is the answer and it appeared that our build was also very strong versus other creatures (stronger than my usual build of 2W, 1MM, 2Mo, 3E) so I say my prayers of improving smiting prayers have been heared...now finish all those dungeons before they nerf it again >,< Shai Meliamne 05:30, 7 September 2007 (CDT)
 * I used the team of two OwAS4YIPckqvjx6T9xrPk7B smiters, LoD monk with hex removal, Lina, Mhenlo, Cynn, Herta and me (run of the mill fire ele) and finished the dungeon within an hour and a half. Possible improvements: if you have another human, bring a tank, a set of healer/prot hero monks and an ele with Wards (vs ele, melee, harm, stability.. the whole shebam, Herta doesn't use them very well).  I also found that taking out the Skeleton Priests first made the rest of the mob extremely easy to kill.  Two Signet of Judgement + Castigation Signet spike did an okay job when timed properly (the knockdown prevented Skele Priest from using any spells).--Mootboot 12:58, 8 September 2007 (CDT)

very tough
It's definitely the hardest dungeon of the 13 I've solved so far, and I've had to chuck several Grails of Might and Armors of Salvation just to make it through. on the upside, the Skeleton Wizards are extremely aggressive, probably because of Shock, which they want to use almost regardless of distance, which makes them easy prey as soon as the monks turn back. A Splinter Weapon/barrage combo might work quite well, at least until you get to the final boss. Maybe take one Channeling Rit with Splinter Weapon and two Barrage/Interrupt Rangers to deliever a good opening strike, the rest of the team being standard to be able to finish the boss as well. I think I'll try that later. --Roland of Gilead (talk) 05:36, 4 September 2007 (CDT)

This is 'wtg' Take a smiter tank (Triple chop, cyclone axe, some more skills, Judge's insight at 6 prayers) Let him tank them, by bodyblocking them while the group stands in a slightly arced line between foes and tank. Snare the foes, deal dmg and heal, always works, as the tank is well known to deal over 200 dmg per skill, per brute, no way the clerics are up with that, the casters will come too, the tank retreats, and your other dmg dealers finish it, be sure to bring RC

"vanquished" the level, dungeon boss spawned
at first it seemed the dungeon boss had no intention to spawn and give me his key... but then i wandered around killing all the remaining patrols, came back in his chamber and he was there waiting for me. might be the solution? i completely vanquished the level and he suddenfly spawned. Menzies 08:53, 4 September 2007 (CDT)
 * I had a similiar problem, but instead of killing the remaining patrols, I tried opening the lock without the key and the boss appeared.--Mysterial 09:22, 4 September 2007 (CDT)


 * What I found was that once I had liten all of the brazars it told me "a Passage Has Opened Up", I went back to the front door of level three to find a door open where there was some more mobs including a boss. Killed those and when I got back to the large room the boss has spawned.

Map
Removed the bug line that stated the map is wrong, because it was redundant (I explained how to get the dungeon key boss to spawn above). The map had been changed, I reverted that too. Finrod 17:37, 4 September 2007 (CDT)
 * I somehow had to light all corner braziers in addition to the first three in the dark tunnel leading to Nindi on level 3 to make the passage even open up. But once I did it, the keyholder spawned and the hidden away goon, too. -- Yu 16:42, 5 September 2007 (CDT)

My Team For the Win
I had Stonehealer, Tahlkora, and Dunkora all set up as Smiting monks with the following build OwAT0GHD5xkwPQJVfXC1/jETAA, typically Dunkoro is runed as a healer, Tahlkora as a protector, and Stonehealer as a smiter so their att points where all over the place but I focused on the smite att and divine favor.

I used the following build OgMV8CrcZsl3ZxcY6ttyizjR1ITA

Completing the team were the following henchmen: (you will notice no Warriors/Tanks)
 * Mehnlo [healer]
 * Lina [prot]
 * Herta [earth]
 * Lo Sha [illusion]

I did not have any problems once I established the proper pulling procedure. Something like the following was repeated for each mob:


 * Place entire group (excluding myself) about 1.5x the radius of the agro bubble
 * Slowly approach the mob targeting the closet baddy and then fire a normal bow shot using no skills
 * Run like hell away from mob allowing them to focuse on you but keep distance
 * Keep pressing c as ypou lock onto the nearest baddy (it will change as they run) you will either find yourself attacking the wizards or brutts alone without any healers around.
 * Do this procedure a couple of times until all that is lest if the group is the healers. Then Kill Them too
 * Rise and Repeat.

The final Boss battle itself is done in very much the same way. Get him in a corner (he likes to run) and when he dies move the team away from the spirts and focus fire on the soul. After about 5 times of doing this you should have the soul dead.