User:Darrellakitchen

Eye of the North


This is what I run Eye of the North with ... solo (HH), every Campaign mission except "A Time for Heroes".

Buzz Ard (Pet - Dire Black Widow) : Beast Mastery: 12 (+4); Expertise: 12 (+3); Marksmanship: 3 Heroes Henchmen ( Eye of the North Skill set specifications ) When I run Destructions Depths, I replace Master of Whispers with Pyre Fierceshot: 

Destruction's Depths


The juggernaut at the first waypoint on Level 2 (second map) has to probably be the most difficult section of this particular mission that I have ever seen for full-person teams. In my opinion it may be due to the fact that everyone has their own idea on how to complete this mission, some of which are, honestly, fueled by the posts of the wiki itself ... Guild Wars own wiki pages inclusive.

It doesn't really have to be that hard and so what I am doing here is offering the strategy I use when doing this particular campaign mission alone with Heroes and Henchmen (HH).

The second map on the right () has been marked with numbers indicating the movement taken to complete this most difficult object, effortlessly. Well, there is a bit of effort involved to keep from being overrun, but I use the word loosely to indicate that it is rare that I ever get KO'ed in this run.

''It should be noted that I keep the three Golem on [Melee] the entire time during this mission, and not once do I loose them to power loss. At least not running alone.

On occasion I will take someone with me and replace one of the Henchmen depending on the primary profession of the other person. That is, if the other person is Warrior, then I replace Talon Silverwing. Or if the other person is a Monk, then Lina first. And so on.''

On entering this area, at point 1 (one), though I have not gone past this point without having to engage the Dryders, I would assume that since Destroyers and Dryders are always confronting each other, if I can get past without engaging them, I will and just let the Destroyers and Dryders thin each other out. But that is a rare moment, and one to be savored if it ever is presented. In any case, after dispatching the Dryders and Spirits, if I have anyone else with me I take this time to instruct them to keep an eye on the compass and follow my movements.

Running past point 3 (three) on the map, I proceed to point 2 (two) and engage my first Destroyer spawn group. It should be noted that once I get in the aggro bubble range of point 3, Destroyers start spawning immediately just Southeast of point 1, but I just ignore them and go on to point 2. After taking out the group at point 2, I proceed on to point 3 where the first group which spawned Southeast from point 1 should have already arrived.

Engaging the Destroyers at point three another spawn will approach from point 1. This really is easy to take out these two spawn groups, but in my mind, speed is important. I then quickly dispatch both Destroyer groups, and then proceed on to point 4 (four).

Once I arrive at point 4 I flag my HH as close to the archway as possible so as not to aggro the two groups that will be converging between point 3 and point 5 (five) on the map. There will be two groups to spawn at point 4, but if done quickly enough the first group will be dispatched before the second group appears. I then stay at the archway and take out the second group. After the second group has been taken out, I then head to point 5 on the map which is actually located at the bottom of the ice bridge.

Once at point 5, I start tabbing around looking for the Avatar of Destruction. It has been an ongoing occurance for me that while trying to locate the Avatar the group that contains the Avatar starts moving in on my position. By that time I have it targeted, called, and pop off an Alkar's Alchemical Acid and the melee begins. Immediately after the Avatar is dispatched, I start looking for any Destroyer of Earth's and take them out, calling all targets (without exception). It's simpler if everyone is on the same target, and takes out the groups a lot quicker.

I'm always using Alkar's Alchemical Acid whenever I have the energy left to use it once it is recharged. This is perhaps the most useful skill I have ever used against Destroyers as it inflicts cracked armor and does extra damage to Destroyers. That in conjunction with Stout-Hearted of the Deldrimor Title Track.

What really surprises me is the popular opinions on various builds and various skills. For instance, Popular Opinion: Fire Elemental is useless as the Destroyers are resistant to fire skills; Popular Opinion: Edge of Extinction (EoE) is bad because it kills the party ... !!! Had some rather nasty replies and responses from players over me using EoE in this mission. So to prove, more to myself than to them, that it is not the blacksheep skill they make it out to be, I put it on Pyre Fierceshot who spams it ever chance he gets. It has never killed me or any of my team ... YET !

And Fire Ele ... I never go anywhere without Cynn, and on occasion in either Nightfall or Factions, Vekk, with a Fire Ele build. Although, Vekk is a very poor energy manager, he still does what needs to be done with what he has. Also, Vekk with his Fire build is one of the Heroes I prefer when running the Dunes of Despair mission (along with a War and Monk hero, which is most always Koss and Ogden).

However, this heated debate over EoE is what actually prompted me to start doing DD solo. And more often than none, I go in and do it just to keep proving to myself that it is doable ... and easy ...

Okay, the last level, the Disc of Chaos. Again ... easy!

Naturally take out the groups on the second stairway level, left and right, then to the landing just right of the Disc of Chaos to aggro the second group on the right to come after me. Take them out, and by that time the Disc of Chaos is sufficiently on top of me and my group, at which time I disable all of Pyre Fierceshots skills except the first two Interrupt shots. During this process I control Pyre's interrupts to time them so that one is being fired when the other is half charged ... more Broad Head Arrow since it has a longer recharge time.

Me, I'm just firing off Alkar's Alchemical Acid at this point every time it has recharged, and making sure that Otyugh's Cry, Call of Protection, and Symbiotic Bond are maintained. With these three Beast skills constantly on, every time I use Enraged Lunge my pet averages 100+ damage. So my pet is my weapon, not my bow.

As long as I maintain the interrupts and Alkar's this mission is a piece of cake.

I would like to add also, that I used this same HH build on a Paragon and Elemental and still breezed through DD.



Today: April 12, 2009, 7:15pm EST (-500 GMT)
Well, this one was not as smooth as the previous runs. One thing I can contribute this to was changing out Pyre Fierceshot's Broad Head Arrow with Magebane Shot. Definitely not a good choice. On comparison, one would think that Magebane would be more effective (Unblockable), but it definately didn't live up to Expectations!

Not only did I loose two of my GOLEM during the Level 2 Gauntlet, but all three of them at the Disc of Chaos. However, fortune (or luck whichever you prefer to call it) was on my side because when the GOLEM went down they had the Disc of Chaos pinned in a circle and it couldn't get out. It was trapped. And ... oh yeah ... me and the entire party died (2PC+3Hero+3Hench).

However, on rez, we had the advantage ... the Disc was immobilized leaving us free reign to take out the Destroyers that were surrounding the Disc. And after they were taken out of the equation it was just a matter of sitting back on the stairs and Ranging the Disc to death. The only effective interrupt Pyre had on this trip was Concussion Shot.

Still got through it, though, with 30%DP.

One more thing. It helps to have the Deldrimor Title Track active. At Courageous Delver (8): Everytime you use a skill against a Destroyer it takes 13 damage and you gain 13 Health.