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Some tactics for Shards of Orr

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As mentioned in a previous post, the Shards of Orr dungeon in Eye of the North. Here are some quick hints and tactics which have worked for me, which you may find helpful when fighting through the dungeon.

Shards of Orr dungeon Guild Wars Eye of the North map

Level 1

The first level is pretty easy in terms of goals. Fight your way to the dungeon key, grab area map from the collector, defeat the bosses then proceed to the stairs. If you don’t defeat all 3 Elementalist Bosses the door to the lock remains closed. If you start from Gadd’s Encampment, you must also go to the other entrance and get Crewmember Shandra to follow you, or else the door to the dungeon lock will not open. If you have not taken the quest Lost Souls and enter the dungeon from Gadd’s encampment, you will have to exit the dungeon into Arbor Bay to take the quest before re-entering it.

If you have all the required bits in place (Lost Souls quest active, Crewmember Shandra with you) then it’s just a hack and slash charge through the dungeon to the door.

Level 2

The second level requires lighting some Flame Braziers.

For the first group of Flame Braziers, you’ll need to defeat the Cursed Brigand in the first area and open the chest to obtain the Unlit Torch. Light it and take it into the circular graveyard room. Light all Braziers and a number of Shock Phantoms, Crypt Wraiths and enchanted weapons will spawn. Defeat them and continue.
For the next group, light the Braziers in the tiled room to make another Cursed Brigand spawn. That Brigand has the dungeon key. Proceed to the dungeon Lock and go to level 3.
A top tip here is to try flagging your NPC companions(if any) and getting them to stay back, or close to the walls. Doing this you can pull the Cursed Brigand that spawns in the tiled room and fight it seperately from the group of undead that spawns together with it. It makes things a lot easier.

Level 3

This is where it gets tough. Level 3 has the most groups of undead. Proceed carefully and concentrated, because too much DP might make it impossible to kill strong groups of 8-10 undead. Consumables are a great idea here, to boost your stats and negate any Death Penalty. Special consumable items from festivals can also be very helpful.

At the beginning of the level is a single Unlit Torch. It is the only one, so take it with you and light all Braziers you find along the way. Some unlit braziers are far apart from the next lit brazier, which might make it difficult to light them before the torch goes out; it is, however, possible without speed boosts. You may find it easier to range ahead, clear out mobs, and then go back to the previous Brazier, relight your Torch, and proceed.

Once you have lit all braziers, the Cursed Brigand carrying the dungeon key should spawn near the dungeon lock.

You will also get the message that a passage has opened when lighting the last brazier. This passage is located at the very beginning of the level and leads to a large, mostly empty hall with another Cursed Brigand at the end. Defeating this Cursed Brigand is optional, and it’s a long way to travel. However, there is a Hidden Treasure there, so might be worth picking up if you’re feeling gung ho enough.

Defeating Fendi Nin

The trick to defeating Fendi Nin is to keep piling on the damage until his health is completely depleted. At this point he transforms into his “soul” form. You will have the opportunity to damage this form for a short period of time before he changes back into his normal form at full Health. The soul form does not regenerate Health, but whenever it spawns, 6 Damned Crewman will spawn as well at the last spot Fendi Nin was killed. Keep away from these, as they can inflict a lot of AoE damage in their area. Killing the soul form is the goal to clear the dungeon.

A top trick used to kill Fendi Nin is to pull him to the two flame turrets just outside his room - if done right, the turrets should help your damage considerably. His summons will also take damage from the turrets, making them much easier to deal with. This also applies to any spirits they summon.

There is a bug where Fendi Nin’s summoned allies appear back where Fendi spawned. This can be hugely helpful if you’ve been pulling Fendi - he remains separated from his allies and is much easier to defeat.

Fendi Nin and his summoned archers do not ‘neutralise’ position when your party dies or breaks aggro. This means that he can be pulled further and further away from his spawn room, even into the passage with the poison vents.

If you have enough consumables, another tactic can be to flag your henchmen back, then pull Fendi Nin on your own. If you die, flag a henchman near enough to resurrect you, and then continue. Once Fendi Nin is far enough away from his original spawn point, you can use consumables to negate the (now quite considerable) DP, and then fall on him like a pack of wolves.

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