User:Hatch/Glint's Challenge

Snapshot 2012-07-01 'This 7-hero build is in testing. Feel free to contribute! Please leave feedback on the talk page. Your input is much appreciated!'

This 7-hero team build provides means to solo Glint's Challenge with a reasonable score. It attempts to exploit the Destroyer’s weaknesses and the predictability of the spawns as best as possible while shutting down or countering some of their abilities. If used correctly, it will regularly score between 2,200 and 2,300 points (without consumables; current reported best is 2,307).

It is not meant to farm Destroyer Cores or Cloths of the Brotherhood or to complete the mission AFK. Its sole purpose is to achieve a good score while playing solo.

The recommended strategy (as detailled below) is an adaption of the “Splitway” method. Using this build requires to flag specific heroes quickly, often while the player is moving, sometimes even during combat. Five heroes (hero 3 and the other heroes) will stick together to defend the right side on their own at a specific location, while heroes 1 and 2 will accompany the player as he moves along the left path.


 * Runes and detailed information on hero builds not yet included; too many pending changes and ideas to test at this time.
 * The fifth wave is a bit difficult; you will most liekly lose some dwarves with this build at this point in development.
 * See talk page for notes (Snapshot July 1st).
 * If you have any comments, please feel free to contribute!

Team Composition

 * Player
 * Any DPS, using Dagger Spammer for testing
 * Flag-controllable Heroes
 * [[Image:Guard.png|16px]]  Restoration Healer
 * [[Image:Fight.png|16px]]  Illusion Anti-Caster
 * [[Image:Fight.png|16px]]  Dagger Spammer
 * Other Heroes
 * [[Image:Fight.png|16px]]  Curses Nuker
 * [[Image:Fight.png|16px]]  Domination Anti-Melee
 * [[Image:Fight.png|16px]]  ST Spirits
 * [[Image:Fight.png|16px]]  SoS Healer

Equipment

 * Use Icy melee daggers on yourself and hero 3.

General notes

 * Normal Mode. This build is intended for use in Normal Mode. Hard Mode will not award additional score points, but will in fact slow down completion and reduce your overall score. This build has not even once been tested in Hard Mode. In Normal Mode, you will not earn any Deldrimor Title track points once you have reached the Normal Mode cap (in which case even achieving high score will not award any title points).
 * Don’t waste time to pick up loot. Collecting loot will often use up valuable time needed to flag heroes or get into position. Every second wasted will affect your score. Collect only during the first wave on your way back to the entrance or during downtimes at the spawn point. After that, you should avoid picking up loot until the end of the mission. Occasionally, a gold item, a Destroyer Core or a rare color will drop—grab those as you go, if you don’t trust the overflow window and fear wipes. All the other loot is generally not worth it. Do not forget to check the flagging position on the right side for loot.
 * Helping out on the right. Do not be tempted to help out your heroes on the right side. Even if they take a little longer than a human player would, it usually takes too much time to get back, resulting in the loss of dwarves. The only exception to this is wave six, but by the time you reach them, the last boss should just be about to die.
 * Consumables. Untested, but will most likely speed things up a little. They are not required to protect you or your heroes, however.
 * A second player. Even if this build is not intended for two players, another player can mirror the player’s build and use a similar two-hero set up. This allows you to flag two heroes in the center during wave five to handle the Destroyers of Live on their own, while you camp the spawn points, greatly speeding up the mission and allowing you to compete for even better scores. The right side player will need a stance removal skill, though (more Dstroyers of Deeds to handle).
 * Hero 1 is crucial. Don’t let hero 1 die, as he is the only one carrying a resurrection skill on the left side. There should not be any deaths at all, but it could happen, especially during waves two and four, where Destroyers of Compassion may spawn in larger number and maintaining aggro is imperative. If you have trouble with hero 1, flag him behind you during those waves—and if he dies, unflag all heroes and retreat to the center at once. Good luck.

First Wave
Summary: Typical splitway, but with stationary heroes on the right (completes in 3 minutes—you will have time to collect loot at the left spawn point before returning).

Flag all heroes near the right entrance in such a way that the Dwarven Soldiers will not participate in combat at all. Keep Heroes 1 and 2 with you as you clear the left path.

Second Wave
Summary: Same as before, aggro management on the Destroyers of Compassion on the player’s side is required (completes in 4.5–5 minutes).

Retreat close towards the left entrance, engage the onrushing Destroyers of Compassion at the bottleneck position and maintain aggro on them (a well placed spirit will help, but is not required). You must use your defensive skills, especially when engaging the first group, as they will hit very hard and overwhelm you healer otherwise. Once they are dead, shadow step to the Destroyers of Deeds (this will draw aggro) and switch targets whenever their Lightning Reflexes activate.

If you have sincere trouble with the Destroyers of Compassion (i. e. wipe most of the time), make hero 2 a Domination Anti-Melee hero as well. It will not be as helpful during wave five, but you will at least have a chance to complete the mission.

Third Wave
Summary: Typical Splitway, drawing Destroyers off the catwalks, keeping them away from the baby dragon (completes in 2–2.5 minutes).

Unflag all heroes, then flag hero 2 in the north western and hero 3 in the south eastern corner of the lair in such a way that they will aggro the various Destroyers spawning on the catwalk. Flag all other heroes between the remaining Dwarves.

Dispatch the two spawning Destroyers of Hope and wait for the spawn at the right entrance. Clear all destroyers near you on the ground level, walk (or shadow step) onto the catwalk on the right entrance and clear it (but most of the time the Destroyers up there will move down anyway). Watch what your heroes are doing and flag Heroes 2 and 3 near the enemies if they are idling (not required). See that you finish this wave on the ground level (this will help speeding up the following flagging commands and avoid an attack on the left side Dwarven Soldiers).

Untested: Other flagging positions.

Forth wave
Summary: Your other heroes will guard the right entrance while you engage the left hand groups (completes in ?? minutes).

Same as first wave. The groups will contain a random amount of Destroyers of Compassion. See that they are killed first, especially if the Dwarven Soldiers engage in combat as well. Again, you must maintain aggro on the majority of melee Destroyers or risk a wipe.

Fifth Wave
Summary: You and your heroes will defend the left gate and the baby dragon at the same time while your other heroes defend the right side (completes in ?? minutes).

Same as first wave, but stay near the left entrance inside the lair. Defend the surviving Dwarves and watch out for Destroyers of Live threatening the dragon. Dispatch any Destroyers of Live on your own. Use Shadow Step to return to your heroes, or use it to get to the Destroyers of Live, if the dragon is below 50 % health. Whenever there are at least two Destroyers at the entrance when you have to move away, flag Heroes 1 and 2 near the combat area and return quickly (they won’t hold out for too long).

Sixth Wave
Summary: Splitway again (completes in 1.5–2 minutes).

Same as first wave. Once your side is clear, begin collecting loot.

Player (used for testing)
[build prof=A dag=12+1 sha=6 cri=11+1+1][Jagged Strike][Fox Fangs][Death Blossom][Death's Charge][Shadow Refuge][Way of the Assassin][Critical Eye][Critical Defenses][/build]

Restoration Healer
[build prof=N/Rt sou=12 res=12 name="N-Rt Glint Restoration Healer"][Preservation][Life][Rejuvenation][Spirit Light][Mend Body and Soul][Protective Was Kaolai][Signet of Lost Souls][Flesh of My Flesh][/build]

Illusion Anti-Caster
[build prof=Me fas=10 dom=12 ins=8 name="Me Glint Illusion Anti-Caster"][Energy Surge][Mistrust][Unnatural Signet][Cry of Frustration][Overload][Chaos Storm][Power Drain][Waste Not, Want Not][/build]

Dagger Spammer
[build prof=A/W dag=12 sha=6 cri=11 name="A-W Glint Dagger Spammer"][Jagged Strike][Fox Fangs][Death Blossom][Wild Blow][Blinding Powder][Way of the Assassin][Critical Eye][Critical Defenses][/build]

Curses Nuker
[build prof=N/Rt sou=12 cur=12 res=3 name="N-Rt Glint Curses Nuker"][Icy Veins][Mark of Pain][Suffering][Defile Defenses][Rigor Mortis][Shivers of Dread][Signet of Lost Souls][Flesh of My Flesh][/build]

Domination Anti-Melee
[build prof=Me/Rt fas=9 ill=12 ins=9 res=3 name="Me-Rt Glint Domination Anti-Melee"][Ineptitude][Wandering Eye][Clumsiness][Signet of Clumsiness][Hex Eater Signet][Power Drain][Waste Not, Want Not][Flesh of My Flesh][/build]

ST Spirits
[build prof=Rt com=12 res=3 spa=12 name="Rt Glint ST Spirits"][Binding Chains][Soul Twisting][Displacement][Union][Shelter][Boon of Creation][Signet of Creation][Flesh of My Flesh][/build]

SoS Healer
[build prof=Rt res=12 cha=12 spa=3 name="Rt Glint SoS Spirits"][Signet of Spirits][Spiritleech Aura][Painful Bond][Ancestors' Rage][Mend Body and Soul][Spirit Light][Protective Was Kaolai][Spirit Siphon][/build]

Counters

 * Slow flagging. Heroes need flagging quickly after a wave is defeated, ideally even earlier. Otherwise, the heroes could get wiped on the way to the flagging point. Likewise, the dwarves are in danger on the player’s side, if she is not ready.
 * Losing aggro. During the second and fourth waves the player must maintain aggro on the majority of the Destroyers or be wiped.
 * Long loading time/server load. The timer to start the first wave will start during the loading screen. Ideally, you should have roughly 15–20 seconds until the first wave starts. Otherwise, the many spawns could overwhelm either side, but will at least make things rough. There’s particular danger during events, where server load will sometimes cause extremely long loading times.