Talk:To the Rescue!

Any advice on defeating the horde of demons that come gushing into the cave? A well-made group yesterday I was in failed 4 times in a row before we all had to go, each time at this part. We had him spell-immune around the clock, it's just every time one demon would walk around, I'd try Prot Spiriting myself to tank it, but then had a hard time diverting between the one to three demons that just came through to keeping our tank alive. &mdash;The preceding unsigned comment was added by 71.68.102.89 (talk &bull; contribs) 21:47, 23 January 2007 (CDT).
 * I really do not want to be smart alec but up to know I thought it goes without saying to sign any comment at least to know e. g. the date...? By the way: Unfortunately I cannot help you any further. --tapps75 07:06, 10 March 2007 (CST)
 * Digging up the past a bit, but you can just look at the history and use Template:Unsigned or Template:Unsigned2. Just a FYI :) -- Snog  rat [[Image:User Snograt signature.png]] 10:51, 21 August 2007 (CDT)
 * Amazing power of the wiki here. Someone asks for help and you are worried about a sig. Grats! Retro77 04:54, 17 February 2008 (UTC)
 * It'd be even worse if this was GWW, and besides no one answered the guy for 21⁄2 months --Gimmethegepgun 04:58, 17 February 2008 (UTC)
 * Wiki should just auto sign posts...and admins should worry about helping...not scolding. --Mshantar 05:05, 17 February 2008 (UTC) --Mshantar 05:05, 17 February 2008 (UTC) --Mshantar 05:05, 17 February 2008 (UTC) --Mshantar 05:05, 17 February 2008 (UTC)
 * So why did you just sign 4 times? Anyway, that isn't an admin, and he wasn't scolding --Gimmethegepgun 05:31, 17 February 2008 (UTC)

* Bug* Recently it seems that sometimes a group of torment demons will be missing from the assault waves. The missing wave does not appear in the southwest corner as described in the text. This has happened twice to my team while doing a complete DoA run on normal mode. Anyone know what's going on?

Help!
Are there any tips, team builds, tricks, etc to help survive the 10 waves? I've tried this many times with PUGs and Guild members with nothing but fail. Any help is greatly appreciated. --67.32.36.230 19:42, 18 February 2008 (UTC)
 * I'd say bring paragons/warriors with defensive skills, as well as good monks with some wide-range prot skills like Aegis.[[Image:Entrea Sumatae.png|Entrea Sumatae]]Entrea Sumatae  [Talk]  19:45, 18 February 2008 (UTC)

Get that Lightbringer Maxed out. --69.40.229.230 00:16, 21 February 2008 (UTC)

Two competent players can do this with heroes (at least in normal mode). Try a perma-sin (assassin with Glyph of Swiftness, Deadly Paradox and Shadow Form) and a discord team (5 necromancer heroes with Discord elite). Assassin hero will do for perma-sin, although you'll need to disable his/her skills (shift-click on each skill) and use them manually - which means a huge deal of micro management. Binding the relevant skills to keys will help a lot. Set up two of the necromancers as secondary ritualists with high restoration magic, two as death+curses and one as minion master. Look for basic guidelines from sabway team (of course you'll need to modify them since each necromancer will need death magic at around 12-16 for discord to work properly).

Add Shadow Refuge for the assassin for emergency heal, and try to fit Mending, Succor and Watchful Spirit spread to skillbars of either the necromancers or the players - maintaining these on the assassin can help counter bleeding and make it easier to meet the energy requirements of shadow form. Also set Air Magic on the assassin to at least 4 points, this way the Glyph will work on two spells, and using a Shadow Refuge at wrong moment won't cause you to miss Shadow Form on next cycle.

One of the players should focus mostly on maintaining the assassin. Bring Unyielding Aura as elite to help quickly bring any dead party members back to fight - this works fine even for secondary monk with 0 divine favor. You don't need to maintain the enchantment, simply use it as 5 energy near-instant powerful resurrect.

Other player should set up as puller. Bring a running skill to help with the task. Taking warrior secondary with Charge! is one option, although this will take up the elite slot. Drunken Master is another alternative. If you have the elite slot free, consider bringing another copy of Unyielding Aura.

Two good PvE skills to bring are Asuran Scan and You Move Like a Dwarf for instant hex and condition to meet Discord's requirements. Technobabble is another good option with high Asuran rank, AoE daze can be very helpful to hinder casters. Summon Ice Imp can be useful likewise, both for delivering a hex and for slowing down opponents.

Position the assassin to block the path to Whispers. Flag the rest of the team outside, far enough that they won't aggro the enemy waves. The puller should run close to Whispers to activate the quest, then immediately out to join the rest of the team - possibly bringing the first enemy group along. From this point on, it is imperative to keep Shadow Form active on the assassin at all times - use combination of glyph of swiftness and deadly paradox to keep it recharging faster, with 16 shadow arts and 20% enchantment staff you can keep it up constantly. If shadow form drops even for an instant, a wipe is almost certain to occur.

Try to have the puller intercept as many enemy waves as your group can handle as they flow towards the assassin, and quickly dispatch them with the discord team. Puller should lure them to the team, and call a target, then the other player should call the same target to concentrate all fire on single target.

Once the enemies stop coming, try to pull the remaining foes from the assassin in smaller clumps if possible.

Kitsunebi 20:52, 8 April 2009 (UTC)

One Solution: "UrsanSebway"
Try this solution for small player groups relying on heroes.

Two guild mates (Necro and Ranger) and I (Dragon Slash Warrior) decided we'd try DoA using heroes. We've beaten most of GWs; City of Torc'qua wasn't so hard, but Ravenheart Gloom and this quest, in particular, had us beat. The DoA solutions we've read about didn't help us much, unless we went with PUGs or switched to other professions (and our other characters are nowhere near DoA in the storyline).

We came close by having three necro heroes as a Sebway group, with the other two heroes as LoD monk and SH elementalist. Ranger was trapping and necro was blood.

The team configuration that finally worked used five heroes (Sebway trio, ele and healer, as above); myself and necro guild mate using Ursan skills and ranger using Ursan when not trapping. Use the bend deep in the canyon to trap against and make the waves of Torment Creatures bunch up against the wall section that juts out. We let the traps, SS necro, ele and minions do most of the damage, with the Ursans pushing forward to spike. Ursans had to be careful to avoid being kited out of range of the healers.

Later, on the third quest on the open plain, we got cocky and wiped so we had to redo this quest again. Two successes against this quest (plus finally beating The Darkness) proved this configuration is effective.

Ursanway is supposed to have five players using Ursan skills. We really only had two/three, but combining the Ursanway tactic with the Sebway group worked very well. We had a few deaths on the way to beating The Darkness, but the only really tricky area was the first part of this quest before there were sufficient minions up.

There's a lot of criticism about Ursanway on the forums, I know, but having two Ursans sure made this quest more of a challenge, rather than just plain impossible.Outback 22:46, 14 June 2008 (UTC)