User:Garrik Fel/Hero Hench Shards Of Orr

= H/H Shards of Orr =

Human Ranger Tank
[Build prof=R/Mo Wilderness=12+1+1 Smiting=12 Expertise=6+1][Melandru's Resilience][Holy Strike][Stonesoul Strike][Smite Hex][Light of Deldrimor][Mental Block][Great Dwarf Armor][Renew Life] [/build]


 * Smite hex can be switched with smite condition


 * Recommend Earthbound Armor, as the worst damage dealers are the earth eles. Survivor armor would also work.


 * Flag your team back


 * Cast Great Dwarf Armor and use Melandru's Resilience before going in.


 * Take all the agro that you can, and then unflag your heroes


 * Melandru's Resilience will keep you alive until your team get's there. Be sure to keep it up at all times.


 * Keep agro, and let the smiting monks smite condition/smite hex until most are gone


 * When the bulk of the mob is dead, use your smite skills on the remains


 * While the bulk of the group is alive, you'll receive a fair amount of knockdown. Don't use your wrath skills until the mob runs out of knockdown.  You might be able to get off an LoD or a holy stike though.

Hero Smiters

 * *3

[Build prof=Mo/Me Divine=10+1 Smiting=11+1 Inspiration=10][Mantra of Inscriptions][Signet of Judgment][Reversal of Damage][Bane Signet][Castigation Signet][Smite Hex][Smite Condition][optional] [/build]


 * Remember to flag back so that the mob focuses on the ranger tank. With 5 or 6 conditions on the ranger, he'll have a lot of regen so that he can stay alive, and if they're bunched on him, smite hex/condition will be that much more effective.

Henchies

 * Mhenlo


 * Lina


 * Herta


 * Lo Sha

Tested

 * While it did work, there were some problem areas. The wraith room on the second floor was unusually hard compared to the rest of the dungeon.  And the end boss took awhile.


 * I messed up on a couple of the pulls. When the mob wasn't focused on the tank, those battles did not go well.


 * The final boss was a pain with heroes and henchies, but I eventually went with this strategy: Kill the boss, damage his soul, pull the boss to a new spot and kill him, damage the soul, etc. Because when the boss dies, he spawns some nasty creatures when his soul pops up, if you pull him away from where he last died, you can avoid that.


 * My initial test took 4 powerstones to get through. However I did mess up the pulling in a number of spots.  If you pull correctly, you'll only need 1 or 2.  1 to get through the wraith room on the 2nd floor, and maybe 1 at the end boss.  Bring extra just in case.


 * While 600/Smite is probably your best bet for this dungeon, if you want to h/h it, I would recommend this.