User:DGCollard

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Tips
During this mission you will be under the Dreadful Pain environmental effect, which will inflict 20 damage every time you use a skill ; this can put a very heavy pressure on the team if not properly planned for. Builds that rely on spamming skills will find the mission considerably more difficult than others. You should adapt your build and team composition to account for this effect.

This mission can be done with heroes and henchmen with ease, as long as proper pre-mission planning is done. A Monk with Light of Deliverance or Heal Party would make the environmental effect much less painful and spell caster shutdowns are of primary importance, since the Terrorweb Dryders can very easily wipe an entire group if unprepared. Dazed, Ranger and Mesmer interrupts interrupts and shutdowns in the form of Guilt or Mistrust would make the Dryders much more manageable. Furthermore, try to keep moving while attacking to help keep the party spread apart, so that AoE spells from the Dryders hit as few party members as possible. Bring a long/flat bow to pull groups (casting Protective Spirit beforehand helps make sure that you'll make it back alive) and watch for patrols before attacking Torturewebs. Take your time and bring Rebirth just in case.

Getting through the first bridge can be tricky : you don't need to be caught between a Tortureweb and an emissary. However, even though the emissary stands slightly behind the Dryder, you can still pull it using a longbow from the bridge : it will follow you up to half the bridge where you can dispatch it without having to deal with the Dryder. Warning! Sometimes the Dryders will follow regardless and vice versa.

Alternately, once you exit the cave area, take a right and dispatch of the 2 terrorwebs quickly. Then rush over the bridge and take out the tortureweb before the Emissary of Dhuum shows up. If done right, the tortureweb will be killed and your party can be at least half way across the bridge before the Emissary arrives. If your party doesn't have heavy damage capabilities, this might not be a good choice.

A henchman/hero team with four monks and one interrupter (Odurra fares rather well) will make your travel there (master reward included) an easy trip if they are properly built, and can let you solo the mission, even going for the master. The rest of the team should consists of damage dealing types such as warriors (Devona) or elementalists (Cynn). However, such a team composition is by no mean a requirement to succeed the mission, and other team compositions can certainly fare as well.

Another henchman/hero team that worked quite well was as follows: Hench, 2 Monks, Odurra and Cynn. Heroes Margrid equipped with Distracting Shot and Choking Gas, Master or Olias as an MM, Dunkoro is required. This provides a ton of interrupts and allows you along with Cynn and the MM to do all the damage and take down terrorweb groups quickly. The Emissary will create some havoc on your monks but once you take out the terrorwebs the Emissary will go down easily.

You're going to take lots of area of effect damage and 20 damage each time you cast a spell : healing spells that have a lasting effect or an area of effect are thus very valuable. This includes spells such as Vigorous Spirit, Divine Healing/Heaven's Delight (if you have them), Healing Seed, Heal Party, Light of Deliverance. You could also find Healer's Boon very handy, as you can cast fewer spells with stronger effects. If you have it Mark of Protection is also very helpful as it will temporarily turn the environmental effect to your benefit.

Symbiosis also is useful, as with a few enchantments, the Terrorweb Spiders' damage can be not so catastrophic. This is useful if using a hench/hero party for extra protection.