Troubleshooting help: If you have trouble setting up the farm with consistent success, you ideally provide a video showing flag positions, hero attributes and how the run fails. Else, if that's not feasible, screenshots with flag positions and opened hero control panels might suffice. How to share a video or screenshot: UA-cam applies aggressive filters against link sharing and despite my 'allow everything' settings most comments with links get removed automatically. I usually don't get a notification about that and I can't restore them. The easiest way (depending on timezones) is to contact me ingame. Else, upload the video to YT and comment it's to be found on your channel. For screenshots, instructions with link parts might work, like: Screenshot on imgur, add /PO8uzki
I am quite struggling. I tried about 15 times and only won 2 runs. The screenshot is timed badly, but the flag is set on top of the hill. My heroes don't wear any weapons, thus I kept their artifacts/skulls/chakras on their second hand. Necros wear Tormentor's Insignia, and SoS Ritu has Blessed Insignia. I didn't equip other heroes with Insiginias yet. imgur DOT com slash a slash G69OOII
I think your flag position is slightly off. Please try the following: (a) Flag heroes a bit closer to the dragon. It looks like the flag is a bit far up. Are the heroes cramped against the cliff in front of them when no foes are in range? Because they shouldn't be. Another player suggested flagging them even further back, halfway between cliff and dragon or closely in front of the dragon, but I haven't tried that. (b) Unequip your own staff to avoid chaos storms in wave 3.
Thank you! I could never understand why my heroes always got chaos storm cast on them! LOL ! Your team build works beautifully. Now, the only thing is to remember to come back on time to pick up the loot. Otherwise we lose the cash bit.
Placement is definitely critical here. If I place them appropriately, I get a perfect run. Off just a bit and I wipe. Thank you so much for the great video!
I couldnt get this working for so long. I eventually caved and kited my heroes out. Was still having issues until I switched my BiP necro's build. With this change, I'm finding that my runs are much more consistent.However, each run may take longer though. Due to bone fiends hitting mobs outside of your hero range. OAJUQoiaS7S3BzBUBKgfBVVbhQHA
This comment should be pinned, success rate went from like 5% to 100% just with this. Maybe lost a minute on the run, if that, worth the time loss for the better success rate. I found the biggest problem with the run is that sometimes my heroes would not start getting aggressive unless aggro'd first, even when set to aggressive. But the minions always attack, no matter what, and the heroes trigger once the minions do, which saved the run for me.
Edit: I think I found my issue. While looking at the wiki, I only noticed people mention chaos storm being cast on staff and wand wielders. So, I left scepters, on a few heroes as stat sticks. My team was still getting whittled down as a group, making me think of some sort of AoE ability. So, I took the scepters off thinking chaos storm wouldn't cast anymore. Might just be placebo, but this seems like the last thing that was holding my afk team back Wiped multiple times in the 30-40 point range. Had everything the same, including heroes on fight, armor upgraded, no caster weapons... I'm currently in my first run that made it past the first wave, all seems well so far. The only thing I changed was making Olias my flesh golem user and Livia my BiP user (I also added major death magic to Olias). Not sure why this works, but fingers crossed!
Hey, good to hear you found the mistake that was holding you back. You can give your heroes any weaponry except for wands and staves (they are indeed what cause normal mode foes to cast chaos storm), but I recommend to leave the weapon hand empty (or give them a spear) rather than putting a melee weapon in there. Good luck with your drops!
Thanks showing this.. It's worked for me However I did fail couple of times as I didnt put the flag location in the right postion.. But once you sus on where to put the heros, jobs a good'en. Thanks again, my heros can now get new outfits haha ;)
Has something changed? This no longer seems to be working. Almost always wipe in the first wave. Sometimes get lucky and make it to wave 4/5 before the wipe. I've tried about 20 runs and no success. I've double-checked hero skill bars/attributes (and used template codes), heroes no runes/no insignia/empty-handed, Stout-Hearted displayed showing 15/15 bonus, standing/flagging in the right place.
I haven't heard of any changes. Could you make a video of a typical wipe in wave 1? That might help troubleshooting. OBS is a free capture program, not demanding on your PC and relatively easy to use. Alternatively you could start with applying low budget runes/insignias to your heroes, as this will improve their performance. While the build is designed to work without equipment, pretty much every addition (except for wands/staves) helps to further stabilize this setup.
Tank you very much for your video on your time working on these builds. I have 2 questions : - Does it mean that you have to take the runes off of your heroes ? - Does it mean that they shouldn't wield weapons ?
You're welcome. (1) No. It just means that the builds already work relatively reliably without runes and insignias. Any fitting rune and insignia will further improve the team's performance. (2) Yes and no. Heroes should not wield (a) melee weapons, (b) wands and (c) staves. Melee weapons would cause positioning issues, wands and staves cause foes to use chaos storm. But you can give the heroes any other weaponry, such as spears and shields or focus items.
@@Krschkr Thank you so much for the answer ! I knew about the caster weapons, but I thought something would happen if they had runes ! x) Glad to know it won't ! Thank you again, see you in the game ! ;)
Generally not recommendable, but in this case it seemed like the ideal solution to get area damage and caster shutdown into the team without adding more primary mesmers. For use outside of this very context standard X/P solutions are preferable.
Das letzte Mal das ich einen Fleischgolem gesehen habe ist gefühlt auch schon 10 Jahre her, freu mich aber. Den sollte ich mal wieder einpacken. *hehe*
Hey Krschkr, I've been trying this build out for the last few days. It's excellent - works almost all of the time. I've had 1 wipe so far in about 20 runs and cannot explain what happened in this case, just unlucky I guess. I had one question - sometimes at the end of the first wave one of the Dwarven Scouts survives and there is a Destroyer of Hordes (archer) that gets stuck in the East channel who keeps trying to shoot said Dwarven Scout. However, the Dwarven Scout gets down to about 30 % hitpoints before the N/Rt decides to heal him. This means the wave is never completed. Have you experienced this? If so, have you worked out a solution? I would hazard a guess that it happens on about every 5th run for me. I go back and check my GW and see that it's happened and just have to flag my heroes to go kill the enemy and then flag them back to the main spot. It's kinda annoying! Cheers
From what I've seen the hero won't actively heal the dwarf, but it'll gain the benefits from the spirit of life. A single level 10 ranger needs ~5 minutes to kill the dwarven scout against a spirit of life. This is a major time loss and this phenomenon occurs with all team build types I tested. It happens when one or two rangers attack at maximum range with height bonus, so they're too far away to trigger the hero aggro upon attacking the scout. User skyshroudace suggested a possible solution, which was this: "[...] I have found doing 2 things helps alleviate this. 1) Set the main rally point just past the dragons head, so the group is almost touching. This keeps them pretty far back. 2) Have the Mesmers set as 1,2,3 and flag them individually in a triangle around the main group. They seem to be more apt to returning to the main group, but will still be just far enough out to prevent the attackers from getting in range of the dragon. This also means that they are likely to be set on fire, and not your whole group and will prevent your team from scattering."
How much would you say this can make on a average hour of runs? Also if I did it with a SoS rit and was lazily throwing some spirits in would that mess this up at all do you think?
I reckon about 2.4k in drops, 3 cloths of the brotherhood and a varying amount of destroyer cores (3-12, maybe an average of 8 per hour?). Using some offensive spirits yourself should only benefit the team and not hurt its performance in any way. The only thing I can make up where a spirit could be troublesome is wave 3 with the foes coming from behind. If they attack a spirit instead of you, MAYBE the heroes will ignore that foe until it switches its target. I haven't done any tests in this direction.
@@Krschkr I've had no issue with running Winds in the background to further assist the casters from Interrupts from the Destroyers of Deeds should any slip by from getting stunlocked and preliminary testing with SoS doesn't seem to be causing issues, if anything it gives the melee enemies some extra targets to go for other than the heroes and it may be a bit of a no brainer but a higher rank Delver title tends to help a bunch... and at worst the spirits may aggro a Destroyer of Lives that spawns outside the hero's aggro. Haven't seen that happen yet though.
I haven't found a way to prevent that myself. As you can see it happens with my heroes, too. Technically there was a way to stop it, but I don't remember what it was exactly. I think flagging the heroes back quite far, just in front of the dragon, setting them to guard instead of aggressive and removing skills they use on the dwarven defenders. However, that means you end up with all destroyers in the first wave attacking the heroes at once, and not even dual panic could reliably prevent that the heroes die from that. This solution should work despite the heroes run around headlessly.
This has always been my issue as well. I have found doing 2 things helps alleviate this. 1) Set the main rally point just past the dragons head, so the group is almost touching. This keeps them pretty far back. 2) Have the Mesmers set as 1,2,3 and flag them individually in a triangle around the main group. They seem to be more apt to returning to the main group, but will still be just far enough out to prevent the attackers from getting in range of the dragon. This also means that they are likely to be set on fire, and not your whole group and will prevent your team from scattering. Let me know if you need screenshots or anything.
Would it help to stick around for the first wave, and then set the heroes to guard once the first wave is completed? My people keep running around and dying :P
In my tests fight and aggressive mode both showed the running-around behaviour, but with this setup the team should be stable nonetheless. If the heroes die please double-check that all skills, attributes, the title effect, flag position and equipped weaponry are correct.
Weapons don't do a lot, but chaos storm does. Chaos storm equals tears. It's way too much damage, and more importantly makes the heroes run around headlessly instead of fighting. No staves/wands for this afk farm.
When running this. I have my flag exactly on the same spot, however my heroes seem to frequently die. My heroes have full insignias and all have shields with no mainhand as suggested. They're all set to "fight" Builds are exactly the same and I have Risky Delver (4) title active. After approximately 20 attempts, this has only succeeded once. Any idea why this is failing so consistently?
No, because if the flag is placed right, you have the title activated, heroes have equipment and are set to fight there's nothing that should ever go wrong. Mind making a video to show what's going on? Or take me with you ingame? The bars are supposed to work without any equipment and so far they have for everyone.
@@Krschkr Here's a video link of typically what happens. They all have +armour shields on and spears too. Didnt mouse over them ua-cam.com/video/HO1zEUIzisA/v-deo.html
Seems like the reply I just sent was swallowed by UA-cam's processing, so... 1) Wrong build on the BiP. Try the N/Me BiP instead. Also, let Livia play the BiP and Olias the flesh golem healer (he has +3 death magic). You need the extra killing power, not more healing. At least not in wave 1. Also right now you have a spirit overlap of 2x life. 2) No stouthearted effect. If you're already showing the title but don't get the effect, talk to the dwarven recruiter near kilroy in gunnar's hold. Please let me know if taking care of these two issues changes things for you.
I will upload a video so maybe you can tell me what I'm doing wrong, but in most cases in the first wave I have so many destructors on the first wave that my heroes just die
Please try to include all relevant information in the video: Open the hero control panels (click on their respective number in the party window) and show them in the skill and attribute panel (K) for a moment. I'll try to detect what could be causing the issue.
@@Krschkr hello, I decided to record a video to show what is happening, however my first video try worked like a charm lol. I'm trying to flag my heroes in the exactly same place but only works like 10% of the time. Sometime after a few deaths my heroes survive the first wave but the moral on the 3rd or 4th wave is low and they die. here's the video: ua-cam.com/video/3ucbvBjmtWg/v-deo.html I'm almost sure that is the flag position :(
@@lestermorales782 Try putting the flag a bit further to the right. That might increase the likelihood that the heroes first deal with the right side, then the big group coming from the left. Right now your heroes try to fight both spawns at the same time and fail to kill through the destroyers' selfheal. Maybe your title rank also plays a role in this... I didn't have a character with a low Deldrimor title rank. If you have a few spare resources you could start equipping your mesmer heroes with runes and insignias to improve the team's performance. With better equipped heroes the build becomes safer and slightly faster.
@@Krschkr update: even a bit more to the right that shown in your video works fine (still not perfect but good enough). I will figure out what else I can do. Thank you so much for all your help.
If this is still something you care about, if you copied the template code from the GW Wiki, the ineptitude mesmers had the wrong skill point allocation. When I fixed this, it went from being incredibly difficult and prone to failure while I was actively playing, to being able to run it afk as intended.
Sehr unwahrscheinlich. Gerade die erste Welle wird für den AFK-Farm im schweren Modus enorm schwierig. Nicht nur sind die Gegner alle Stufe 25+ statt Stufe 10/15, die Mesmer benutzen auch unabhängig von den Waffen der Helden Chaossturm. Ich denke, dass es sowohl was das Überleben, als auch was das ausreichend schnelle Töten der Gegner angeht unabhängig vom Heldenbuild sehr, sehr schwierig wird. Wenn der Spieler dabei ist und aktiv spielt dürfte das aber gut gehen. Immer ein bisschen entgegenlaufen und eine Seite freiräumen, dann zurück und zur anderen Seite. Aber das ist dann nun mal kein AFK-Farm mehr, sondern Guild Wars.
There haven't been any changes that would nerf this build/approach. Please send me a video of a failing run (or if that's not feasible, a screenshot with hero placement and open hero control panels) to help with troubleshooting.
i was having issue to, the trick that seemed to work for me was replacing all runes with +1 to ensure each hero has EXACTLY 480 HP and i also had to remove all their weapons to ensure they all didn't try to attack with weapons, if you aren't doing that try it and it should help
@@ETChausse Please send me a video of a failing run (or if that's not feasible, a screenshot with hero placement and open hero control panels) to help with troubleshooting.
@@ETChausse It works without equipment and with pretty much nonexistant player input. That makes it consistent for everyone. The only way to make it fail consistently is to screw things up. I asked you to provide a video (or at least meaningful screenshot) so I can help you find the error. In the past people had loaded wrong bars, had equipped wrong weaponry (the kind the guide explicitly tells you not to use), forgot to show their title, used a bad flag placement etc. and all of these things were easy to fix if the users wanted it fixed. But as long as you complain about the build not working without trying to find the error that's causing problems (or giving me the information I need to find it for you), you're remaining in the position of having decided not to tackle whatever causes failed runs, which is on you.
Unlikely. The sheer amount of foes in wave 1 (57 destroyers) boosted to hard mode stats would be hard to beat with an afk hero team. Keep in mind they won't only have a lot more health points and fairly increased damage output, but will also use chaos storm on heroes regardless the used equipment. And since heroes don't start using protection until they're in combat it's likely that heroes will get overrun all the time by the first group of foes in a wave. I'm personally not interested in working on an afk HM farm for this (all the hassle isn't worth it for the extra time spent in the mission and just one more guaranteed destroyer core). You'd probably need: Stand your Ground, 4+ mesmers, 7 individual hero flags, dual ineptitude + panic + maybe a second panic, more healing, full equipment on all heroes.
No Chance. 20 Trys, all fail. All Heroes runed correct, Build correct. Position as in the video. 3. Wave = All die. How do u do this? U dont get any dmg, my necros dies in first wave. The heroes always need to rez 1-3 and get massive dmg in NM.
I'll log in. Edit: I'll stay logged in for a while so you have a chance to send me the links. Edit 2: I'll be back later and retry. Edit 3: Since we haven't had any contact ever since (1.5 weeks) I'll assume you sorted out the issues by now.
The guide says it should be possible without adding runes to your heroes. And yes, it is possible. Nevertheless equipping the Ritualist gave a big boost to my team. They still die sometimes, but don't get wiped so often.
Honest question here, despite flagging the heroes at exactly the prescribed spot, I often get one last destroyer seeker (ranger) shooting the dwarf from the top of the slope at the end of Wave 1. This often results in the first wave not ending. And I have to physically go into to take the last guy out. Any way to prevent this? Would putting the heroes to guard solve this?
It can happen when the dwarven archers on the right side survive, as sometimes one or two destroyers aggro them early and use their height advantage to shoot from far enough that your heroes don't react to it. That's an issue I came across with all builds I tested in Glint's Challenge, including such with edge of extinction. To prevent it, you'd have to play in a way that guarantees that all dwarven allies are killed early on in the first wave. To do this, you have to flag your heroes far back and preferably set them to guard. This causes your heroes to get wiped in a single strike by a force of about 40 destroyers coming from both sides, though, and not even dual panic reliably stabilizes the team against that. The damage of a level 10 ranger suffices to kill the dwarven defenders even through the spirit of life. It takes about 6 minutes unless you intervene and kill that straggler yourself. I hadn't found a solution that prevents this issue.
Troubleshooting help: If you have trouble setting up the farm with consistent success, you ideally provide a video showing flag positions, hero attributes and how the run fails. Else, if that's not feasible, screenshots with flag positions and opened hero control panels might suffice.
How to share a video or screenshot: UA-cam applies aggressive filters against link sharing and despite my 'allow everything' settings most comments with links get removed automatically. I usually don't get a notification about that and I can't restore them. The easiest way (depending on timezones) is to contact me ingame. Else, upload the video to YT and comment it's to be found on your channel. For screenshots, instructions with link parts might work, like: Screenshot on imgur, add /PO8uzki
I am quite struggling. I tried about 15 times and only won 2 runs.
The screenshot is timed badly, but the flag is set on top of the hill.
My heroes don't wear any weapons, thus I kept their artifacts/skulls/chakras on their second hand.
Necros wear Tormentor's Insignia, and SoS Ritu has Blessed Insignia.
I didn't equip other heroes with Insiginias yet.
imgur DOT com slash a slash G69OOII
I think your flag position is slightly off. Please try the following:
(a) Flag heroes a bit closer to the dragon. It looks like the flag is a bit far up. Are the heroes cramped against the cliff in front of them when no foes are in range? Because they shouldn't be. Another player suggested flagging them even further back, halfway between cliff and dragon or closely in front of the dragon, but I haven't tried that.
(b) Unequip your own staff to avoid chaos storms in wave 3.
Thank you! I could never understand why my heroes always got chaos storm cast on them! LOL ! Your team build works beautifully. Now, the only thing is to remember to come back on time to pick up the loot. Otherwise we lose the cash bit.
Glad to hear this helped solve one of the mysterious AI riddles for you, and good luck with your timing. :)
Placement is definitely critical here. If I place them appropriately, I get a perfect run. Off just a bit and I wipe. Thank you so much for the great video!
Make sure to take away their weapons
Hey man thanks for the help. Didn't know removing weapons on my heroes would cause such difference TYVM
It's amazing how much unequipping wands helped, pretty strange interactions lol
I couldnt get this working for so long. I eventually caved and kited my heroes out. Was still having issues until I switched my BiP necro's build. With this change, I'm finding that my runs are much more consistent.However, each run may take longer though. Due to bone fiends hitting mobs outside of your hero range. OAJUQoiaS7S3BzBUBKgfBVVbhQHA
This comment should be pinned, success rate went from like 5% to 100% just with this. Maybe lost a minute on the run, if that, worth the time loss for the better success rate. I found the biggest problem with the run is that sometimes my heroes would not start getting aggressive unless aggro'd first, even when set to aggressive. But the minions always attack, no matter what, and the heroes trigger once the minions do, which saved the run for me.
Side note: works fine with E/Me Ether Renewal builds as replacements if you don't have all heroes unlocked
Could you post the Code for it or any link? Replacement for Mesmers or for which ones?
Edit: I think I found my issue. While looking at the wiki, I only noticed people mention chaos storm being cast on staff and wand wielders. So, I left scepters, on a few heroes as stat sticks. My team was still getting whittled down as a group, making me think of some sort of AoE ability. So, I took the scepters off thinking chaos storm wouldn't cast anymore. Might just be placebo, but this seems like the last thing that was holding my afk team back
Wiped multiple times in the 30-40 point range. Had everything the same, including heroes on fight, armor upgraded, no caster weapons... I'm currently in my first run that made it past the first wave, all seems well so far. The only thing I changed was making Olias my flesh golem user and Livia my BiP user (I also added major death magic to Olias). Not sure why this works, but fingers crossed!
Hey, good to hear you found the mistake that was holding you back. You can give your heroes any weaponry except for wands and staves (they are indeed what cause normal mode foes to cast chaos storm), but I recommend to leave the weapon hand empty (or give them a spear) rather than putting a melee weapon in there. Good luck with your drops!
Thanks showing this.. It's worked for me
However I did fail couple of times as I didnt put the flag location in the right postion.. But once you sus on where to put the heros, jobs a good'en. Thanks again, my heros can now get new outfits haha ;)
Has something changed? This no longer seems to be working. Almost always wipe in the first wave. Sometimes get lucky and make it to wave 4/5 before the wipe. I've tried about 20 runs and no success. I've double-checked hero skill bars/attributes (and used template codes), heroes no runes/no insignia/empty-handed, Stout-Hearted displayed showing 15/15 bonus, standing/flagging in the right place.
I haven't heard of any changes. Could you make a video of a typical wipe in wave 1? That might help troubleshooting. OBS is a free capture program, not demanding on your PC and relatively easy to use.
Alternatively you could start with applying low budget runes/insignias to your heroes, as this will improve their performance. While the build is designed to work without equipment, pretty much every addition (except for wands/staves) helps to further stabilize this setup.
@@Krschkr Never mind. I had 2 heroes set to "Guard". It works fine when they are all set to "Fight".
@@peaceofcake8464 Glad to hear that you found the little error and that it was so easy to fix. Happy farming!
Tank you very much for your video on your time working on these builds.
I have 2 questions :
- Does it mean that you have to take the runes off of your heroes ?
- Does it mean that they shouldn't wield weapons ?
You're welcome.
(1) No. It just means that the builds already work relatively reliably without runes and insignias. Any fitting rune and insignia will further improve the team's performance.
(2) Yes and no. Heroes should not wield (a) melee weapons, (b) wands and (c) staves. Melee weapons would cause positioning issues, wands and staves cause foes to use chaos storm. But you can give the heroes any other weaponry, such as spears and shields or focus items.
@@Krschkr Thank you so much for the answer !
I knew about the caster weapons, but I thought something would happen if they had runes ! x)
Glad to know it won't !
Thank you again, see you in the game ! ;)
10/10 would recommend!
Interesting to see Necro Mesmers
Generally not recommendable, but in this case it seemed like the ideal solution to get area damage and caster shutdown into the team without adding more primary mesmers. For use outside of this very context standard X/P solutions are preferable.
this still works i did it with mostly level 18 heroes, positioning is key though
Das letzte Mal das ich einen Fleischgolem gesehen habe ist gefühlt auch schon 10 Jahre her, freu mich aber. Den sollte ich mal wieder einpacken. *hehe*
Hey Krschkr,
I've been trying this build out for the last few days. It's excellent - works almost all of the time. I've had 1 wipe so far in about 20 runs and cannot explain what happened in this case, just unlucky I guess.
I had one question - sometimes at the end of the first wave one of the Dwarven Scouts survives and there is a Destroyer of Hordes (archer) that gets stuck in the East channel who keeps trying to shoot said Dwarven Scout. However, the Dwarven Scout gets down to about 30 % hitpoints before the N/Rt decides to heal him. This means the wave is never completed. Have you experienced this? If so, have you worked out a solution?
I would hazard a guess that it happens on about every 5th run for me. I go back and check my GW and see that it's happened and just have to flag my heroes to go kill the enemy and then flag them back to the main spot. It's kinda annoying!
Cheers
From what I've seen the hero won't actively heal the dwarf, but it'll gain the benefits from the spirit of life. A single level 10 ranger needs ~5 minutes to kill the dwarven scout against a spirit of life. This is a major time loss and this phenomenon occurs with all team build types I tested. It happens when one or two rangers attack at maximum range with height bonus, so they're too far away to trigger the hero aggro upon attacking the scout. User skyshroudace suggested a possible solution, which was this:
"[...] I have found doing 2 things helps alleviate this.
1) Set the main rally point just past the dragons head, so the group is almost touching. This keeps them pretty far back.
2) Have the Mesmers set as 1,2,3 and flag them individually in a triangle around the main group. They seem to be more apt to returning to the main group, but will still be just far enough out to prevent the attackers from getting in range of the dragon. This also means that they are likely to be set on fire, and not your whole group and will prevent your team from scattering."
How much would you say this can make on a average hour of runs? Also if I did it with a SoS rit and was lazily throwing some spirits in would that mess this up at all do you think?
I reckon about 2.4k in drops, 3 cloths of the brotherhood and a varying amount of destroyer cores (3-12, maybe an average of 8 per hour?).
Using some offensive spirits yourself should only benefit the team and not hurt its performance in any way. The only thing I can make up where a spirit could be troublesome is wave 3 with the foes coming from behind. If they attack a spirit instead of you, MAYBE the heroes will ignore that foe until it switches its target. I haven't done any tests in this direction.
@@Krschkr I've had no issue with running Winds in the background to further assist the casters from Interrupts from the Destroyers of Deeds should any slip by from getting stunlocked and preliminary testing with SoS doesn't seem to be causing issues, if anything it gives the melee enemies some extra targets to go for other than the heroes and it may be a bit of a no brainer but a higher rank Delver title tends to help a bunch... and at worst the spirits may aggro a Destroyer of Lives that spawns outside the hero's aggro. Haven't seen that happen yet though.
Are the heroes supposed to leave the marked flag area? Mine do it non stop and that's what is killing them I think. How do I stop this?
I haven't found a way to prevent that myself. As you can see it happens with my heroes, too.
Technically there was a way to stop it, but I don't remember what it was exactly. I think flagging the heroes back quite far, just in front of the dragon, setting them to guard instead of aggressive and removing skills they use on the dwarven defenders. However, that means you end up with all destroyers in the first wave attacking the heroes at once, and not even dual panic could reliably prevent that the heroes die from that. This solution should work despite the heroes run around headlessly.
This has always been my issue as well. I have found doing 2 things helps alleviate this.
1) Set the main rally point just past the dragons head, so the group is almost touching. This keeps them pretty far back.
2) Have the Mesmers set as 1,2,3 and flag them individually in a triangle around the main group. They seem to be more apt to returning to the main group, but will still be just far enough out to prevent the attackers from getting in range of the dragon. This also means that they are likely to be set on fire, and not your whole group and will prevent your team from scattering.
Let me know if you need screenshots or anything.
Would it help to stick around for the first wave, and then set the heroes to guard once the first wave is completed? My people keep running around and dying :P
In my tests fight and aggressive mode both showed the running-around behaviour, but with this setup the team should be stable nonetheless. If the heroes die please double-check that all skills, attributes, the title effect, flag position and equipped weaponry are correct.
is it really important to not have chaos storm casted on heroes ? isn't it better to keep staves and get chaos storm casted on us ?
It's really important that you remove the staves and wands from your heroes, Chaos Storm is a bitch
Weapons don't do a lot, but chaos storm does. Chaos storm equals tears. It's way too much damage, and more importantly makes the heroes run around headlessly instead of fighting. No staves/wands for this afk farm.
My heros run down by the dwarfs and I get wiped almost instantly, Idk what im doing wrong, the position is the same as the video, no weapons, nothing
Can you give me a screenshot of when that happens or ideally a short video?
When running this. I have my flag exactly on the same spot, however my heroes seem to frequently die. My heroes have full insignias and all have shields with no mainhand as suggested. They're all set to "fight" Builds are exactly the same and I have Risky Delver (4) title active. After approximately 20 attempts, this has only succeeded once. Any idea why this is failing so consistently?
No, because if the flag is placed right, you have the title activated, heroes have equipment and are set to fight there's nothing that should ever go wrong. Mind making a video to show what's going on? Or take me with you ingame? The bars are supposed to work without any equipment and so far they have for everyone.
@@Krschkr Sure thing. My IGN is Jaffas Dervish. I can be online asap.
@@Krschkr Here's a video link of typically what happens. They all have +armour shields on and spears too. Didnt mouse over them ua-cam.com/video/HO1zEUIzisA/v-deo.html
I'm not anymore oline that often, but we'll see whether we can meet ingame.
Seems like the reply I just sent was swallowed by UA-cam's processing, so...
1) Wrong build on the BiP. Try the N/Me BiP instead. Also, let Livia play the BiP and Olias the flesh golem healer (he has +3 death magic). You need the extra killing power, not more healing. At least not in wave 1. Also right now you have a spirit overlap of 2x life.
2) No stouthearted effect. If you're already showing the title but don't get the effect, talk to the dwarven recruiter near kilroy in gunnar's hold.
Please let me know if taking care of these two issues changes things for you.
I will upload a video so maybe you can tell me what I'm doing wrong, but in most cases in the first wave I have so many destructors on the first wave that my heroes just die
Please try to include all relevant information in the video: Open the hero control panels (click on their respective number in the party window) and show them in the skill and attribute panel (K) for a moment. I'll try to detect what could be causing the issue.
@@Krschkr hello, I decided to record a video to show what is happening, however my first video try worked like a charm lol.
I'm trying to flag my heroes in the exactly same place but only works like 10% of the time. Sometime after a few deaths my heroes survive the first wave but the moral on the 3rd or 4th wave is low and they die.
here's the video: ua-cam.com/video/3ucbvBjmtWg/v-deo.html
I'm almost sure that is the flag position :(
@@lestermorales782 Try putting the flag a bit further to the right. That might increase the likelihood that the heroes first deal with the right side, then the big group coming from the left. Right now your heroes try to fight both spawns at the same time and fail to kill through the destroyers' selfheal. Maybe your title rank also plays a role in this... I didn't have a character with a low Deldrimor title rank. If you have a few spare resources you could start equipping your mesmer heroes with runes and insignias to improve the team's performance. With better equipped heroes the build becomes safer and slightly faster.
@@Krschkr update: even a bit more to the right that shown in your video works fine (still not perfect but good enough). I will figure out what else I can do. Thank you so much for all your help.
If this is still something you care about, if you copied the template code from the GW Wiki, the ineptitude mesmers had the wrong skill point allocation. When I fixed this, it went from being incredibly difficult and prone to failure while I was actively playing, to being able to run it afk as intended.
Kann man das Teambuild so abwandeln, dass es auch im HM klappt?
Sehr unwahrscheinlich. Gerade die erste Welle wird für den AFK-Farm im schweren Modus enorm schwierig. Nicht nur sind die Gegner alle Stufe 25+ statt Stufe 10/15, die Mesmer benutzen auch unabhängig von den Waffen der Helden Chaossturm. Ich denke, dass es sowohl was das Überleben, als auch was das ausreichend schnelle Töten der Gegner angeht unabhängig vom Heldenbuild sehr, sehr schwierig wird. Wenn der Spieler dabei ist und aktiv spielt dürfte das aber gut gehen. Immer ein bisschen entgegenlaufen und eine Seite freiräumen, dann zurück und zur anderen Seite. Aber das ist dann nun mal kein AFK-Farm mehr, sondern Guild Wars.
@@Krschkr Danke für deine Einschätzung :)
Even with runes and honey i can't even pass the second wave. Is it nerfed or i do something wrong ?
There haven't been any changes that would nerf this build/approach. Please send me a video of a failing run (or if that's not feasible, a screenshot with hero placement and open hero control panels) to help with troubleshooting.
i was having issue to, the trick that seemed to work for me was replacing all runes with +1 to ensure each hero has EXACTLY 480 HP and i also had to remove all their weapons to ensure they all didn't try to attack with weapons, if you aren't doing that try it and it should help
@@ETChausse Please send me a video of a failing run (or if that's not feasible, a screenshot with hero placement and open hero control panels) to help with troubleshooting.
I still fail every single time but i get much further then i did without those changes. I dont understand AT ALL how this can be considered consistent
@@ETChausse It works without equipment and with pretty much nonexistant player input. That makes it consistent for everyone. The only way to make it fail consistently is to screw things up. I asked you to provide a video (or at least meaningful screenshot) so I can help you find the error. In the past people had loaded wrong bars, had equipped wrong weaponry (the kind the guide explicitly tells you not to use), forgot to show their title, used a bad flag placement etc. and all of these things were easy to fix if the users wanted it fixed. But as long as you complain about the build not working without trying to find the error that's causing problems (or giving me the information I need to find it for you), you're remaining in the position of having decided not to tackle whatever causes failed runs, which is on you.
Do you think an HM version would be doable?
Unlikely. The sheer amount of foes in wave 1 (57 destroyers) boosted to hard mode stats would be hard to beat with an afk hero team. Keep in mind they won't only have a lot more health points and fairly increased damage output, but will also use chaos storm on heroes regardless the used equipment. And since heroes don't start using protection until they're in combat it's likely that heroes will get overrun all the time by the first group of foes in a wave. I'm personally not interested in working on an afk HM farm for this (all the hassle isn't worth it for the extra time spent in the mission and just one more guaranteed destroyer core).
You'd probably need: Stand your Ground, 4+ mesmers, 7 individual hero flags, dual ineptitude + panic + maybe a second panic, more healing, full equipment on all heroes.
@@Krschkr That's what I thought. Thank you! It's always a pleasure to have your insight.
No Chance. 20 Trys, all fail. All Heroes runed correct, Build correct. Position as in the video. 3. Wave = All die. How do u do this? U dont get any dmg, my necros dies in first wave. The heroes always need to rez 1-3 and get massive dmg in NM.
Send me a video of a failing run, or if that's not possible screenshots with all hero control panels opened.
@@Krschkr where i can send u pics?
I'll log in.
Edit: I'll stay logged in for a while so you have a chance to send me the links.
Edit 2: I'll be back later and retry.
Edit 3: Since we haven't had any contact ever since (1.5 weeks) I'll assume you sorted out the issues by now.
The guide says it should be possible without adding runes to your heroes. And yes, it is possible. Nevertheless equipping the Ritualist gave a big boost to my team. They still die sometimes, but don't get wiped so often.
Honest question here, despite flagging the heroes at exactly the prescribed spot, I often get one last destroyer seeker (ranger) shooting the dwarf from the top of the slope at the end of Wave 1. This often results in the first wave not ending. And I have to physically go into to take the last guy out. Any way to prevent this? Would putting the heroes to guard solve this?
It can happen when the dwarven archers on the right side survive, as sometimes one or two destroyers aggro them early and use their height advantage to shoot from far enough that your heroes don't react to it. That's an issue I came across with all builds I tested in Glint's Challenge, including such with edge of extinction. To prevent it, you'd have to play in a way that guarantees that all dwarven allies are killed early on in the first wave. To do this, you have to flag your heroes far back and preferably set them to guard. This causes your heroes to get wiped in a single strike by a force of about 40 destroyers coming from both sides, though, and not even dual panic reliably stabilizes the team against that.
The damage of a level 10 ranger suffices to kill the dwarven defenders even through the spirit of life. It takes about 6 minutes unless you intervene and kill that straggler yourself.
I hadn't found a solution that prevents this issue.
@@Krschkr thanks mate for the detailed answer. Cant be helped I guess. And yes, putting the heroes to guard, does not work.