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A Beginner\\\'s Guide to HM

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AlkIsAMole Profile

Author: AlkIsAMole
View Profile of AlkIsAMole

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19 Comments
A Beginner’s Guide to Hard Mode

This is my first guide, so don’t be mean :P but please give me some criticism. I’m making this to make more people do Hard Mode, and know what they’re meeting.

Things you should remember, all are optional:
  • Bring a longbow/flat bow for luring
  • Bring lockpicks if you’re planning to open chests
  • Give heroes runes
  • If you’re gonna bring Consumables, make sure you got them, same with Candy canes or anything else


Making a team:
Teams should be somewhat balanced, something they really don’t have to be in NM (Normal Mode). Make sure you got decent builds and damage. Ask around if you need a build of some kind.

You don’t want to bring loads of melees and no casters. You actually don’t have to bring any melees as long as you’ve got an MM. Focusing all your team’s damage at one foe really isn’t worth the time in PvE, especially not in HM. Fire ele’s are famous for their AoE (Area of Effect) damage, Searing Flames is a good option.
What about defense? One healer and one protector is usually enough. But sometimes you might want to add something defensive. The three things I’ve used for that are:
  • An extra healer.
  • A warder
  • A paragon

You might also consider MMs (Minion Masters) defensive, because the minions are mainly there just to take damage.

Here’s an example of a balanced team:
1. Player
2. Melee, extra defense or whatever floats your boat
3. Nuker
4. Nuker
5. Spiteful Spirit necro
6. MM
7. Protector
8. Healer

Different tactics/strategies you should notice:
  • Corners. If the foes are at one spot the killing gets easier because of 2 main things: The damage isn’t spread to all party members and all of them will take damage from AoE damage.
  • Tanking. This is a well known way to keep casters alive and only have 1 member of your team taking damage.
  • Luring. A very easy way to keep 2 groups of foes somewhat far away from each other to prevent overaggro. Remember to flag heroes/henchmen before luring. Foes will usually attack the minions of you flag your heroes, lure and run behind your team.
  • When vanquishing, it’s usually a good idea to start at the outsides and then go to the inside. That way you’re about 99% sure you won’t miss any foes as long as you do the inside right. Another good way to vanquish is to clear one part at a time then move on to another. The first idea is usually better.


Some effective skills:
  • Broad Head Arrow
  • Pain Inverter
  • ”Save Yourselves!”
  • ”There’s Nothing to Fear!”
  • ”They’re on Fire!”
  • Cautery Signet
  • Defensive Anthem
  • Aegis
  • Seed of Life
  • Wards
  • Celestial skills
  • Lightbringer’s Gaze

That’s all I could think of, the rest are preferences.

Some skills to watch out for:
  • Spirit Rift (especially when used by a boss)
  • Feast of Corruption (can be really annoying to be spiked with this)
  • Searing Flames (I say no more)
  • Most AoE, the worst ones are the ones mentioned above



The guide might be a bit short, but at least it covers most of what HM is about. Sorry if I forgot anything :P Time to comment!

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User Comments
  Chaotic Ordeus on 05/04/08 15:18

First comment yaya lol....hmmmm...cant rly think of anything to add atm..great guide

  Skittle Cody on 05/04/08 17:01

Don't forget Ursan! ;]

  Cocky Rocky on 05/04/08 18:45

I disagree with what you say about team composition unless you're tanking/nuking every group physical chars tend to generate much better dps and mark of pain/splinter handle any aoe thats needed. Aside from that although basic the guide looks good and will certainly be helpful to someone struggling with HM. Oh and the recommendation of cautery signet seems a little strange to me.

  Firebrazer on 05/05/08 00:12

Well Cautery Signet is very usefull in areas with lots of conditions, though i prefer other skills:)

  Blazings on 05/05/08 03:47

As most people here I tend to run the 3 nec way. The thing I love about that build and I'm missing in yours is... Icy Veins. And than put Putrid Bile on the mm hero = 180 AOE damage every time an enemy dies. And since they tend to ball up in PvE this really speed things up =]
Would like to see some more in-depth strategy in luring (while flagging heroes!!) since I see a lot of people screw up that part.

This was constructive critisism!

  Blazings on 05/05/08 03:48

-.-

*sigh*

EDIT: With the more in-depth I mean also screenshots ;)

  Yervin Thunderrider on 05/05/08 04:01

Its rather basic "guide" or would say more like pointers for NM player about to reach HM world. I must also disagree in team build as its basic problem in l8r finding people to join you and meet your requirements. As a little add...


It must be submitted that most locations got its own tactics and skills that must be present or you will meet with failure. For basic HM thou its not hard to build team. I wouldn't go as far as point the professions but a tasks more.

Group must be a balance of DMG (damage) and Heal.
Heal part of team should consist always healing and protection skills.
example:
Mo - heal + Mo - prot. Rt - Heal + P- prot or mix of these 4

DMG part should consist all other professions as well as mentioned before with different skill bar(like Mo smiter or Rt spirit rifter).

Its very important to help healers by focusing foe attack on 1 or 2 allies (tanking) for easier protection and DMG out-healing.
So called Tanks example:
MM (Minion Master - either with strong minions like golem to keep agro or weaker one, smaller "wall" but also energy for Rt and other N from death of minions)
W - what can say more - Proper Tank :)
D or E - Super Tanks but not good if facing enchant removing environment (N Me A or certain map/area effect)

Even with spells like SS that makes foes weaker against male, Tanks cant do sufficient dmg to foes
- here comes last line of team - nukers and spikers.
Best examples mentioned by AlkIsAMole Eles - all know why ;) but also cant forget about R Rt and N for area of effect dmg
(especially because of Rt and N attacks that can AVOID ALL ARMOUR!!)
and P A E Me as single target massive dmg and spikes(=all attacks fall in same time making heal impossible.)

At the end of this long comment ;) basic pointers:
* Always have your armour FULL with runes and insignias - if u dont have many (rather hard after getting to HM ;P) buy cheap one till you get enough cash to change them (same for heroes!)
* Weapon - use best you can get - ask around look at wiki and build or buy what you need (remember that weapons you build can be modified after time - green can not be)
* Extra items like DP removing or busting - use them wisely coz of price and activation-lasting time. Remember before there ware consumables people vanquished game also !
* PVE skills only - grate advantage but NOT A MUST BE - don't ever feel worst if u use them or not - all there in GW IS FOR PLAYERS !

thx for reading - CU in game !

  Rap Man on 05/05/08 06:36

Looks ok for a basic guide. just a lil tip for prophecies hm- the monks suck, they have no condition or hex removal between so bring some of your own ;) Oh and off monk defence is ftw :D

  AlkIsAMole on 05/05/08 09:50

Thanks for all the comments, please keep them coming!

Cautery Signet = Great for removing Dazed at Abaddon's Gate, should've said that in the guide

Yes, physical damage dealers can do higher DPS to foes than casters, AoE usually deals more. Physical damage is usually pretty useless against melee foes compared to elemental/armor ignoring damage, though.
When I vanquished Perdition Rock we didn't have any casters except for healing, just one thing to say about it: It's SLOW. I've been into several teams with no nuking, always way slower. I don't recommend doing that.

I don't use to bring any melee characters (unless I'm one or I play with someone who is) and really don't have a problem with it. Some people do, some don't, some people likes Icy Veins over SS, somebody don't. It's all personal preferences. Nothing more to say about that.

In proph I'd say bring a hench healer and a hero prot if you're going with H/H, goes like a dream (at least for me).

Yervin Thunderrider: + cred on a random post

  johny bravo on 05/06/08 08:00

Not sure icy Viens is as good a choice in HM as jagged bones.

In HM Minions dont last very long that is why you use snimate bone minion in conjunction with jagged boes. Basically you raise 2 level 12 minions. Eventually they will get death nova and jagged bones on them so when they die not only do they not only do AoE damage from death nova they also spawn a level 16 jagged horror that inflcits bleeding. I find this is the best way to keep up a large minion army in HM

  Cocky Rocky on 05/06/08 18:35

QUOTE
Yes, physical damage dealers can do higher DPS to foes than casters, AoE usually deals more. Physical damage is usually pretty useless against melee foes compared to elemental/armor ignoring damage, though.
When I vanquished Perdition Rock we didn't have any casters except for healing, just one thing to say about it: It's SLOW. I've been into several teams with no nuking, always way slower. I don't recommend doing that.


First off all good players playing a physical class bring an elemental weapon for when you do have to hit a war. AoE is only best if you tank and nuke every group which is really slow. Often if you plan to just tear through an area with out all the tanking and preparing for each mob the enemies wont group up nicely but if they do mark of pain, barrage, tripple chop, splinter weapon, etc are there when needed with out throwing away all your characters to pure AoE. You can still bring a nuker but generally a physical class will be more effective and taking 3 nukers is unnecessary. If you want to get truly fast and efficient teams physical is the way to go.

  AlkIsAMole on 05/07/08 09:26

Cocky Rocky, I'd love to see you do a Camp Rankor to Beacons VQ without any casters except healers/prots with NO Ursans in your team. (Ursans only deal physical damage with the KD skill and maybe attacks anyway(depending on your weapon))

  Cocky Rocky on 05/07/08 17:22

I meant as your primary damage dealers and I actually did do that vanq with 2 monks an orders/great dwarf nec and 5 physical chars

  build master of gw on 05/08/08 20:13
 
how do u get HM anyway guys


  AlkIsAMole on 05/09/08 07:43

QUOTE
how do u get HM anyway guys


You get HM by completing the last mission in a campaign. Hell's Precipice in Proph, Imperial Sanctum in Factions and Abaddon's Gate in NF. In EotN you have to do the last repeatable quest, A Time for Heroes. After completing one of those you have HM in the campaign (or expansion) you did.

  Brother Fork on 05/13/08 02:47

ursan is always good to have =)

  build master of gw on 05/19/08 18:09
 
who cares about ursan it deals no damage and u cant heal. i think SH would be good here then you can have some terra tanks kill the healers of mobs(i dont have hard mode or ring of fire even) or just take out the really hard to kill with dervs combined with SF=instant death

all in all good guide

  build master of gw on 05/19/08 18:13
 
and when u say searing flames do u mean savannah heat because searing is not aoe unless mark of rodgort>SF>glyph of sac.>Meteor shower

that is spike using SF

  AlkIsAMole on 05/23/08 08:20

Searing Flames does AoE burning, if the foes are burning, it does AoE Damage. So yes, it is AoE

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