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Vloxen Excavations
Completion by an Elementalist in hard mode with Heroes and Henchmen
Wiki has a section asking whether it is possible to complete this dungeon in hard mode with Heroes and Henchmen. Some people have done it and their builds can be found on Wiki. I tried these builds without success but the builds suggested did not give full detail or describe the tactics adopted so they might possibly work for you. I found this dungeon extremely difficult and have spent many weeks adapting the ideas on Wiki and working out a way that works repeatedly. The following builds, strategy and tactics worked reasonably well with no wipeouts and manageable death penalty. The builds do not require consumables which would help a lot but are expensive. It required some micro management of heroes before, but never during, the various battles in the dungeon. Overall, with this team, the dungeon takes between 1 hour and 1 hour and 15 minutes.
The three heroes are one minion master with scourge healing and a hex remover, one minion master/spirit spammer hybrid and one spirit spammer with a hex remover. Herta, Aidan, Lina and Mhenlo were the henchmen. Basically, the strategy is to accumulate lots of minions and maximize their damage. The strategy also addresses the specific strengths of these dwarves and uses their key weaknesses.
Their strengths, in my opinion are:- 1. Summoners - dwarf minion masters who can create minions from dead corpses quickly; 2. Defenders and other dwarves which can resurrect dead colleagues; and 3. Contaminators and other dwarves which can stack powerful hexes. Their weaknesses are:- 1. No hex removers 2. No Verata type minion turning skills 3. No ability to prioritise targets. They will quite easily focus their attention on minions and spirits 4. No ability to change tactics. Even if you have a lethal hex like Pain Inverter on them, they will still cast area of effect skills
I am an Elementalist with rank 9 in Norn, Asura and Ebon Vanguard ratings and used Ranger as a secondary profession. The skills were:-
Mark of Rodgort (Fire) Pain Inverter (Asura) Finish Him (Norn) Fire Storm (Fire) Glowing Gaze (Fire) Ebon Vanguard Standard of Honour (Ebon) Frozen Soil (Wilderness Survival) Greater Conflagration (Elite Wilderness Survival)
I used a superior rune of fire to give me rank 15 in fire magic, rank 11 in Energy Storage and rank 10 in Wilderness Survival. I used pyromancer insignias to maximize armor levels against fire damage.
Broadly, the Greater Conflagration converts all your minion damage to fire damage. Apply Mark of Rodgort and your minions can keep a dwarf on fire permanently even though they have powerful condition removers. Moreover, it converts most of the dwarves’ damage to fire damage so, with Herta’s Ward against Elements, anyone within the Ward benefits from 24 extra armor. With the insignias, my elementalist had 104 armor level against most of the Dwarf damage. Finally, it makes at least two of the dwarves’ skills - Mark of Pain and Barbs - which enhance physical damage completely useless.
Frozen Soil prevents the dwarves resurrecting themselves which is important in many of the areas. For this dungeon it’s essential.
Ebon Vanguard Standard of Honour is just great with minions. You can test this by seeing how much quicker a group of minions takes down a foe with this skill cast.
Glowing Gaze is for energy management. So many Dwarves will be on fire it is not a problem finding one.
Fire Storm takes forever to cast but when you have the dwarves clustered and blocked by minions and combined with Mark of Rodgort and Ebon Standard of Honour it can be devastating. I found it best to wait until the dwarves were fully engaged with the minions before casting as otherwise I got interrupted. There may be a better Elemental skill to use here – I tried Flare and Lava Arrows - but found I preferred Fire Storm.
Finish Him really helped when foes were below 50% health. It usually killed them.
Pain Inverter will get a quick kill when you come up against a dwarf with area of effect damage. It is lethal against Warders who use earth elemental skills - sandstorm, churning earth and earthquake - and quite effective against Contaminators who use desecrate enchantments or Carvers who use Cyclone Axe.
The code is OgJToWmiVyXQuMmsYYsKX8616AA
Minion Master (Olias) N/Mo
Discord (Death) Animate Bone Minions (Death) Verata’s Gaze (Death) Malign Intervention (Death) Blood of the Master (Death) Scourge Healing (Smiting) Remove Hex (Monk general) Signet of Lost Souls (Soul Reaping)
Olias needs Malign Intervention to stop the dwarves exploiting the corpses before you can. Without this, they will always beat you to the corpse. Verata’s Gaze which will turn the resulting minion to your side works well. As others have found on Wiki, I could not get heroes to use Verata’s aura effectively. Discord works adequately but Olias did not spam it focusing (probably rightly) on maintaining the minion army. I also managed this dungeon with Virulence which will apply massive conditions to add to burning and spread disease throughout the dwarf mob. It’s difficult to see how useful Scourge Healing is on a hero but Olias seemed to use it. In theory, Scourge Healing should give the healers something else to worry about apart from healing their front line fighters. But it is tough to check and I wasn’t sure it did anything against protection monks. Scourge enchantment should work better against those protection monks but I did not think that Olias had room for both spells.
I used a superior rune of death and a bloodstained insignia to give Olias ranks 16 in death magic, 10 in soul reaping and 9 in smiting prayers. Other than that he used minion master’s insignias and runes of attunement.
His code was OANDUsleOxsqwVQPgH2HtkqK.
Minion Master/Rit hybrid (Livia) N/Rt
Jagged bones (Death) Verata’s Gaze (Death) Animate Bone Minions (Death) Rip enchantment (Curses) Shadowsong (Communing) Pain (Communing) Anguish (Communing) Signet of Lost Souls (Soul Reaping)
I found that Livia used Jagged bones on both Olias’s minions as well as her own. There was duplication between Livia and Olias in using Animate Bone Minions on the same corpse and Verata’s gaze in turning minions but, with these two, the team managed to keep between 10 and 20 minions virtually all of the time in the dungeon. The team always had more minions than the dwarves. Livia used rip enchantment to help when you have the protection monk dwarves (“Defenders”) using enchantments and it seemed to work. The spirits really help too but especially when you need to accumulate minions.
I used a superior rune of death and a bloodstained insignia to give Livia ranks 16 in death magic, 10 in soul reaping, 5 in curses and 9 in communing. Other than that she used minion master’s insignias and runes of attunement.
Livia’s code was OAhkUwG4RBmzS9KUF2dntvZOuqC.
Spirit spammer (Xandra) Rt/Mo
Signet of Spirits (Channeling) Agony (Channeling) Bloodsong (Channeling) Painful Bond (Channeling) Splinter Weapon (Channeling) Mend Body and Soul (Restoration) Spirit Siphon (Channeling) Remove Hex (Monk general)
The 6 spirits created plus Painful Bond seemed to do a lot of damage and were essential in those spots when the minion masters have no minions. It was difficult to see whether Livia cast Splinter Weapon properly but it was used and the idea was to create problems for clustered foes both through area of effect damage and to spread burning amongst the dwarves. Mend Body and Soul is an important condition remover for the team. Together with Lina’s skill “Dismiss Condition” that seemed to be enough.
Like Olias, Xandra had Remove Hex which meant that, with Lina’s “Deny Hexes”, the team had 3 hex removers. This is important in this dungeon.
Henchmen
Herta is critical. She has Ward against Melee and Ward against Elements. With fast moving melee fighters common in the dungeon and with all physical damage converted to fire damage, everyone in the Wards had +24 armor protection and block melee attacks 50% of the time. Together with Livia’s Shadowsong, which will blind some of the melee attackers, their effectiveness is reduced considerably.
The two monks are also key as nobody else has any direct healing skills.
Aidan is probably optional but was chosen as I thought he would most benefit, like the minions, from spirit of Greater Conflagration, Mark of Rodgort and Splinter Weapon. I did not want a melee fighter as they would almost certainly move out of Herta’s Wards.
The Dungeon
Level 1
Get the quest from Molenin in Umbral Grotto. Enter the dungeon from Vlox Falls and you’ll miss out half of the first level. Luckily you don’t have to fight the dwarves first. You’ll meet a group of 7 Skelk Corrupters (Necro hexers), Rampagers (Warriors) and Slashers (Assassins). But treat them with respect as you are not at full strength without your minions. Move to the limit of their patrol range and cast Greater Conflagration as well as the hero spirits. When the patrol comes into your agro bubble, they will attack and you just cast Mark of Rodgort and Pain Inverter on the nearest foe. Use Finish Him on dying foes and they should all go down without you incurring any death penalty. These tactics are applicable to fights where you have no minions.
You should pick up between 5 and 10 minions. Move east through the arch and past a shrine. You will find 3 groups of 3 dwarves. Each of these groups is easy. After defeating them all, you will probably have between 15 and 20 minions.
To the east of the cave are 6 dwarves including Taskmaster Durgon. There is a group behind this 6 who are handling the Dredge Slaves. Wait for them to leave to the South East. Get your agro bubble close to the nearest dwarf. Cast Spirit of Conflagration, Frozen Soil and all the hero spirits. Then cast Ebon Standard of Honour. Cast Mark of Rodgort and Pain Inverter on the closest dwarf – usually a Carver. He and his mates will rush to you and will be met by your minions. The Carver will suffer massive damage from the minions, the spirits and the burning. When he’s lost half his health, cast Finish Him and he’ll die quickly even if his healers try to help. Then you target the next melee fighter - probably Taskmaster Durgon. Usually I found that he was significantly damaged and could be finished off with Fire Storm and Finish Him. The rest will then go down easily. You should then have between 15 and 20 minions. These tactics are applicable to all fights with a balance between melee fighters and casters when you don’t have to lure.
Go South East and you will come to a tunnel with a mob of 8 casters. This is your first tough fight. They have a minion master and a number of resurrection skills. Firstly, identify the Warder and put him into your targeting box. The Warder is an elementalist and deals nasty area of effect damage which can decimate your minion army. He is also the easiest to kill. Watch how the patrol moves. You will usually see a Contaminator (Necro hexer) at the front wandering about but it does not really matter which type. Watch him move to the limit of his patrol range, then when he moves away, move your agro bubble to the limit of his patrol range.
Cast Frozen Soil and Spirit of Conflagration. Cast all the hero spirits that have more than 60 seconds’ duration. When the lead dwarf comes into your aggro bubble, they will all rush towards you and the minions will meet them demanding pretty much all the dwarf attention. Cast Ebon Standard of Honour but keep focused on the Warder and, when he stops moving, cast Pain Inverter. In seconds, he will cast an area of effect skill on your minions and commit suicide. You are now a team of 8 versus their team of 7. Turn your target to the lead dwarf. Cast Mark of Rodgort, Fire Storm and Finish Him and he should be dead. You are now a team of 8 against 6 and the rest should go down easily. You will probably lose minions but a minion army of around 10 is enough to complete the first level. These tactics are applicable to all fights against mobs which are predominantly casters.
Move further South East and flag your heroes an agro bubble away from the arch. Cast Greater Conflagration and Frozen Soil. Past the arch are two mobs of 6 dwarves each. The fight is easy as long as you do not agro both groups. Watch how the groups move and leave the left hand mob alone. Watch that sometimes a single characteur from the left hand side will move to the right. Wait until he returns back to the left. Wait until a melee fighter or a healer from the right hand side comes towards the arch, agro him, run back to your team and cast Ebon Standard of Honour. The right hand mob will follow. The minions will engage the dwarves and you cast Mark of Rodgort and Pain Inverter on the lead dwarf. You should win the fight easily. You can ignore the left hand group and walk through the portal to level 2.
Level 2
Build minions
You are at the top of the stairs with a mob at the bottom. This is a dangerous time as you have no minions. Wait for the mob to move right and go to near the bottom of the stairs so that when they return they will walk into your agro bubble. Cast Frozen Soil and Greater Conflagration and all the hero spirits with more than 60 seconds duration. When the dwarves attack cast Ebon Standard of Honour, Pain Inverter and Mark of Rodgort on the lead melee dwarf. He will usually get stuck with the spirits and Fire Storm followed by Finish Him will finish him off. Once you have killed one, the others should go down easily enough but be sure to maintain Frozen Soil and Spirit of Conflagration.
Pick up the key and move right to open a large door.
Turn left and you will have a mob of about 8 dwarves of melee fighters and casters which you should be able to handle relatively easily as you did with Taskmaster Durgon .Then there are 3 which you should lure to avoid taking them with another mob of 8. Then you turn right and take the larger mob with the same tactics as you used in starting level 2. These are relatively easy fights as long as you don’t take two groups at a time.
Oozes
You then need to go through the sewers and will meet lots of popup Oozes. This build is not ideal for Oozes as they do not create corpses and have a large number of area of effect skills. Luckily there aren’t that many of them. Flag your team at the opening of the sewers and lure the Oozes – as few at a time as possible – to your team and they will go down. The Oozes spawn at two points. When the first group is killed flag the team a little further forward. Then kill the second group the same way. You will probably end the Ooze section with no minions and one of the team may have manageable death penalty. At the end of the sewers, there are 4 dwarves. Flag your team at the end of the sewers, get the spirits all fired up and lure the dwarves into the trap. They won’t last long.
Open the door and there will be 3 dwarves which are easy. There may be another patrol of 6 which you should only fight if necessary but they are easy. Then turn left and fight some more skelks. If you go right you will go in a loop back to the same place via a boss spider Zalnax. Leave this area alone as, if you lose minions and suffer death penalty later, you can come back and recover both by vanquishing this area.
Taskmaster Krug
You will then come to a mob of 10 dwarves including Taskmaster Krug at the top of some stairs with a group of slaves. Use the same tactics used with Taskmaster Durgon to defeat this mob except you must cast Frozen Soil as well as the other spirits. Most of the time you will manage this without incurring death penalty but it’s not an easy fight. The key is to ensure your spirits are all ready before the mob engages and make sure you maintain Frozen Soil. Go through the door and kill a few more dwarves one large group and one small group taking care not to agro them both.
You’ll then face a pool of water with a mob of 8 the other side. This mob consists mainly of casters and has a height advantage but will usually be located to either the right or the left of the path. Approach the mob from the side opposite their location to minimize their height advantage and then use the same tactics you used on the mob of casters in Level 1. The Warder goes down first and with luck most of the group will be surrounded by minions. Cast Fire Storm on the group, Pain Inverter on the Contaminator and Finish Him on anyone with less than 50% health. You’ve already got Mark of Rodgort going so most will be burning. You should win this fight but make sure you keep Frozen Soil alive.
Go up the hill and you’ll see 4 archers. Leave them. You’ll also see two patrols of 3 and 6 dwarves respectively. The key is not to take both of these two mobs at the same time. Flag your team at the bottom of the stairs leading to this area (“Flag Point A”). Use the same tactics you used when luring the mob at the end of Level 1. Lure the larger of the two mobs when the 3 are furthest from you and the 6 are closest. . When they are down, lure the mob of 3 and repeat. Then go up the stairs and take the 4 archers ensuring that your minions take all the archers damage. If they are allowed to focus on one of the party, they can be dangerous. Go South East, defeat the group of 4 and open the door.
Taskmaster Bellok
You will see in big room a group of around 10 dwarves including Taskmaster Bellok with some slaves. This is the most difficult fight in the dungeon and deserves most care. Do not fight him at the top of the stairs as, if your party suffers a wipe out, you will be resurrected by the nearby shrine and will be dead again quickly. Flag your team back at Flag Point A defined in the previous paragraph. At Flag Point A, cast Frozen Soil and Conflagration and get all spirits with more than 60 seconds’ duration fired up. Go back to the top of the stairs leading down to Bellok and, using a bow, agro any melee fighter in the group. You have a height advantage so you don’t need to get close. Then run back to your team at Flag Point A and most of Bellok’s group will follow you. You then cast Ebon Standard of Honour, Mark of Rodgort and Fire Storm on the lead melee fighter. Use Pain Inverter and Finish Him as appropriate. Your minions and spirits will do the rest and one by one they should all go down. Make sure you keep Frozen Soil going so they can’t resurrect anyone. This is possibly the most difficult fight in the dungeon.
Rest of the dungeon
You should have got this far with each of your team having less than 15% DP. If so, you will find the rest of the dungeon easy. Make sure you put Pain Inverter on the Ancient Effigies and make sure at the end that you target Zoldark’s minions and ignore Zoldark. He’ll go down by losing health when he resurrects his minions.
If you’re not an Elementalist, you can adapt this approach to find a way through. I would guess that a Curses Necro or Domination Mesmer with Ranger as secondary for Frozen Soil would work just as well.
You’ll be fine. Good luck and I’d love to know how you get on, suggestions for improving the team or a different approach that worked for you.
Mythryr Took
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