Talk:Shards of Orr

Insanely hard
Wow! This dungeon is insanely hard. You get Chained Cleric using Shield of Deflection, Wizard using Shock + Aftershock, and the most deadly Necromancers using death nova + Putrid Explosion. Lightblade 08:53, 2 September 2007 (UTC)
 * I thought the dungeon was totally easy, if prepared for right. I was running a Balthazar Dervish, so I had holy damage doing double damage to just about everything in there.  Even the boss at the end I had double damage against.  However, that boss is what I thought was hard.  One thing about this dungeon is that you NEED a good condition removal.  Restore Condition is very important here, because almost every group is using Virulance, and the degen is harsh.  No degen hexes, but lots of poison and disease and some burning. - Lord Xivor 17:50, 2 September 2007 (UTC)
 * Melandru + Heart of Holy Flame is also a good choice for a Dervish (that has the energy for Melandru). Since there's no enchant removal, you can keep HoHF up forever. The blindness is the big problem for melee attackers. -- bcstingg (talk • contribs) 01:13, 13 September 2007 (UTC)

Question about the spelling... is it 'damned' or 'dammed'? Haven't entered this dungeon yet, so I can't check it out for myself Saph 11:08, 4 September 2007 (UTC)
 * It's definitely 'damned'. I'm going to change that now, along with changing 'skeleton necromancer' into 'zombie necromancer' and 'undead brute' into 'zombie brute' (those are their actual names). - Xazziri 21:19, 4 September 2007
 * Dammed is something a beaver might have done to a river... josəph  00:52, 26 November 2007 (UTC)

Smiter's Heaven
Come on good condition removale? Smiter's Boon + Smite Condition? This dungeon made me laugh. All undead SCREAMED bring the awesome new smite builds and I had A LOT of fun. Three Smiters Boon monks and I didn't even need a Healer or Prot monk, we had everything already. Seriously, play this dungeon before they nerf it, Smiter's Boon, Smite Hex, Smite Condition and all the other awesome smiting skills! Three smiting heros and an overzelous warrior clean this place! Mobs drop in seconds!Dancing Gnome 07:16, 5 September 2007 (UTC)
 * I'm so going to try this. Sounds like fun. Any suggestions for other must-bring smiting skills? Bcstingg 13:03, 6 September 2007 (UTC)
 * I'm not having any luck with this place. If you bring smiters you still have to deal with 5 eruptions cast on you at the same time while 5 more brutes pin you down right in the middle of them. Not to mention the shocks, chain lightnings etc etc... -- Gal Actus [[Image:User Gal Actus sig.gif]] 18:27, 6 September 2007 (UTC)
 * Like a lot of GW:EN, mesmers would probably make it easier. If you bring 3 smiters, you can put Power Drain & Leech Signet on every bar for 6 virtually free interrupts. Bcstingg 00:27, 7 September 2007 (UTC)
 * I think maybe a group of E/Mo earth smiters might work better. Ward of Stability for the Shock, Ward Against Elements for the lightning damage and eruption, and Ward Against Melee for the Brutes.  I did it with 3 pure monk smiters, a healer, a prot, and Judge's Insight wars and rangers and it was very painful.  Minimally Ward Against Elements would have helped tremendously. Perpetual Salvation 21:12, 7 September 2007 (UTC)
 * i foudn this easy as well. full hero hench group. me using sandstorm build (earth attune, aura of restoration, arcane echo, sandstorm, intensity, stone daggers, ward agenst melee, Ebon battle standard of courage) 2 SF hero eles, i holy haste LoD healer hero, Mhenlo, the prot hench, Talon and herta.

So, I finally tried it with 3 smiters, and "painful" is definitely the right word. Yes, enemies dropped extremely fast. But starting in the first room where you light 4 braziers, we dropped quickly too. Once we racked up some DP, it became painful. I had to bring Mhenlo along for healing (but after he racked up enough DP, he functioned more as a distraction for the brutes); I suspect if I had also brought Lina, we would have been OK. As it was, I've never racked up so much DP in normal mode in all of my 2 years playing. I had to use my powerstone to finish. Can't say I was happy about that. But here are some things I learned: If Dancing Gnome didn't need a healer or protector, he must be running some super secret smiting build the rest of us haven't figured out just yet. Bcstingg 14:06, 11 September 2007 (UTC)
 * Smiter's Boon is unnecessary IMO since you're going to need a healer and protector anyway.
 * Dunkoro died very few times. His build was Smite Condition, Smite Hex, Reversal of Damage, Signet of Judgement, Castigation Signet, Mantra of Inscriptions, Smiter's Boon. May have just been a coincidence he died least, or it may have been the best build I was running.
 * Ray of Judgement is incredibly effective. When a group of Zombie Brutes got hit by Ray of Judgement and Signet of Judgement simultaneously, they were pretty much dead. But because of its long recharge, Mantra of Inscriptions + Signet of Judgement provides better DPS, and knockdown as a bonus. Ray would probably be better on a human monk or mesmer with Auspicious Incantation + Arcane Echo + Ray of Judgement x 2.
 * Scourge Enchantment is useful since the enemy monks only heal with enchantments.
 * Give them all Castigation Signet to help with energy. I didn't see any energy problems.
 * As an alternative, use Defender's Zeal. This is what I did with Tahlkora, and I was able to give her Smite, Banish, and other spells, and she had no energy problems.
 * You really need a tank. I tried to do it with my Assassin using Ursan Blessing. Your tank will need more armor than that. When I was successful, things went very smoothly. A ranger with Armor of Earth might work well considering the high amount of elemental damage.
 * I've found now that wards and a way to snare the brutes is key to getting through, I'd say something like Deep Freeze. I've also found that hero dervish AI sucks and neither the avatars of Balthazar nor Melandru cut it. -- Gal Actus [[Image:User Gal Actus sig.gif]] 06:39, 17 September 2007 (UTC)
 * And one other tip, have mantra of earth on all party members and forget about the eruptions. They'll just charge up your energy and a monk can remove the blindness. The Zombie necros are by far the most dangerous with their novas and putrid explosions. Kill them off first. -- Gal Actus [[Image:User Gal Actus sig.gif]] 06:42, 17 September 2007 (UTC)
 * As an alternative, Winter + Mantra of Frost would take care of the lightning damage too. -- bcstingg (talk • contribs) 02:50, 20 September 2007 (UTC)
 * You can realistically bring 4 or even 6 smiters boon monks here, they are the biggest damage dealers. I used a warrior with melandru's resilience here and you can also use a melandru's avatar derv with the holy damage enchant as your tank - immune to conditions and double damage. The dungeon DOES suck for other builds but when you go holy the place is hillariously fun. 122.104.228.3 14:03, 8 December 2007 (UTC)
 * When I hear "undeads" I immediatly think about smiters and everything that deals holy damage. But for the first time I tried the luxon skill 'triple shot' (rank 11) coupled with Heart Of The Holy Flame and after the first wave of arrows I decided we didnt need a nuker anymore ( 380 dmg ), I hadnt yet fired my other attacks skills. Althought melendru form is indead a good choice to deal with disease and conditions, I only equiped a hero with putrid flesh, other had melendru resilience and skills that strip mates from their conditions. Not a single exploit, pve-only item or scroll was used ( I hate those ). I had no tanks, no nukers, no ursan, no difficulty. Overall 5 skills slots on 3 heros skills bars were not used, I may replace those skills with something usefull for the next run. A balanced team can definitely have a great time in the shards of orr. Yseron - 90.9.123.186 05:12, 13 April 2008 (UTC)
 * Is the easy talk above total BS? I played as ranger, with 3 heros and hechies, and used so called smiter builds... I was continueously being knock down/blind/diseased/weaken/burn. Whenever I encountered a group of enemy, the following is the cycle: antidote signet -> kite -> knock down -> kite -> antidote signet -> kite -> knock down -> kite -> antidote signet -> kite -> knock down ... -> die (When heros/hechies all died). Are ppl above lucky enough to have not encountered 8 wizards + 1 cleric + 1 priest? a group with this composition is particular deadly.
 * I reckon trapper team with heros works particularly well.

Shards of Orr
I don't know if this is the right place for it but something needs to be said about this location. You have: Monks, Eles, Ranger, Necromancers, Warriors and a hellish amount of damage from each and everyone of them. Done25 04:31, 23 November 2007 (UTC)
 * It isn't, but this is ceratinly the hardest dungeon to do. Ideally you need to take a whole lot of smiting. light of deldrimor and smiting skills on all party memebers (regardless of profession) works just fine eventually. --Ckal Ktak 08:46, 23 November 2007 (UTC)
 * We did and we still got the #### kicked out of us. LoD was the only way to heal yourself in that place but since it was nerfed... Done25 12:59, 23 November 2007 (UTC)
 * Worked for me, with only two humans. Trick is to realise that blinding will kill all attack classes. and technobabble, that helps a lot too. --Ckal Ktak 22:23, 25 November 2007 (UTC)

I think this place is too overpowered also. I've managed to get reasonably far thx to the advice here but I still think calling this "normal mode" is some kind of sick joke. Has this place been buffed or something due to exploiters maybe? I'm still gonna keep trying because I really want to fill my master dungeon guide. But this issue does need addressing.

Possible Tactic
Have everyone get Deldrimor rank up to at least 3, and have them all bring Light of Deldrimor. With the holy damage being doubled on Undead, it could be possible to instantly spike an entire group of undead for almost no energy cost. I know its main use is to find treasure, but hey, it's non-class holy AOE with a decent damage output and a large area, so why not? KrelusDerian 19:09, 22 November 2007 (UTC)

I'm on the third level right now Echoing LoD with my deldrimor rank at 9 easily dealing two simultaneous -150 damage AoE to everyone surrounding me. I could only imagine 8 people with that. --Rella 23:08, 20 January 2008 (UTC)

Good tactic. I used 7x People with LoD and went as a warder. We stood in the ward, pulled them to us then spammed LoD (4 of us had mes secondaries and echo chained it). No Monk Primaries in the entire party, not even a healer and HM was very easy. Having wiped there a dozen times before we figured it out, it was amazing how easy this dungeon became. Otherwise, it is harder by far than slavers in my oppinion. ---

H/H
I actually found the dungeon itself quite easy with hero & hench party. However the soul of fendi nin was the difficult part, i wasnt able to do it. I was sf ele and heros were razah as mm, dunkoro as woh monk and vekk as sf ele, i had both ele and monk henchs. I was able to do it to the boss and got wiped only once which was because some minion aggroed another group. But the soul of fendi nin is just soo hard. The entire party had full health when it spawned and take about 5 seconds to kill entire party. Ok, i was able to do it maybe 5-10% dmg of its entire health so it would be possible to with consumables... If anyone wants to help me with it, leave a message to my talk paige or contact in-game (Limu Tolkki). Limu Tolkki 17:48, 19 December 2007 (UTC)
 * Sounds like your Razah had a bad build and you had an overall squishy team.-  Vanguard [[Image:User-VanguardAvatar.PNG]] 13:56, 7 May 2008 (UTC)

I went in with 3 smiter heroes and Mhenlo, Lina, Herta, and Zho. (HM) I was an Obsidian Tank (yes I think you actually need an obby tank to do this). Smiters had the 3 sigs, mantra of inscriptions, smite condition, etc. I had 2 monk smiters and 1 ele smiter with ward against melee + elements (stability might be good too, but I don't have GW:Factions.) I got to Fendi after much suffering, using 1 powerstone of courage on the way. At last, I got to Fendi. The key to defeating him is having a good dazer. Zho is not-at-all reliable with broad head arrow, so I got dp'ed out. Anyways, if you go in with another person, this is what I recommend: 1 Tank who takes all aggro (obsidian flesh, yes; ursan, much too weak). I discourage any physicals (except BHA) whatsoever because of the insane amount of BSurges. 1 BHA/epidemic or just BHA. 2-3 Monks (a bonder would be great since the enemies have no enchant strips). 3-4 Smiters. --I don't know how to sign these so unsigned

Enemies Slain on 3rd Floor
In Hard Mode, I got exactly 250 enemies slain on the third floor, atleast 200 of them from the last part. I wanna know if any one else got higher or lower. Post here. :p--Rella 03:21, 21 January 2008 (UTC)

By the way if you look at my time stamp don't think I'm a noob because it took me like 5 hours to do that dungeon, I just had to go afk for a few hours =/--Rella 03:34, 21 January 2008 (UTC)

600/smite HM
Did this dungeon yesterday with me as 600(mo/d with fleeing stability), Dunk with smiter build and Tahlk with another bonder build to heal me more, i did the entire dungeon with ease, but the end boss was a bit too hard, the rangers casued crazy e-denial and the boss didnt attack enough to help, would've used a hell of a lot of cons to kill him, any1 got builds to do this in HM 600/smite? seen on guru ppl running it for 20k in hm, and i dont want to waste 20k on this dungeon. Slaphead Monk
 * Forget it, the build got leaked and is on PVX now :P Slaphead Monk
 * Link please! -- [[Image:User_Alaris_sig.JPG|Alaris_sig]] Alaris 01:38, 24 November 2008 (UTC)

I've been having trouble as a 600, and my heroes as smite. I am a Mo/R with Storm Chaser as my sole ranger skill, the rest is pretty basic. Ogden has normal buffs, and BiP. Pyre casts spirits and balth's aura on me, and blah blah blah basic 600/smite for SoO. I can't seem to get the dungeon key on the first level from the brigand. I think it's the dragons, because i get dazed, and just die really easily. This is the only brigand group i die from on the first floor. Tips? Also I enter from Gadd's side for convenience and practice, not sure if that makes some difference. --Inzanejordan 02:27, 16 July 2009 (UTC)
 * try here. this wiki isn't the proper place to ask about running methods or builds. ···  Danny  Pew   Pew  17:11, 16 July 2009 (UTC)

Winning Team
When giving this dungeon a go, my team was:
 * 1.) RC monk
 * 2.) WoH monk
 * 3/4.) Signet Smiters
 * 5.) Smiter's Boon w/ Balth Aura
 * 6.) Barrage ranger w/ Judge's Insight
 * 7.) Balth derv
 * 8.) Double Attunement Warder
 * I didn't clock or tape the run, but I might do so some time, and I'll make sure to post it.
 * I didn't clock or tape the run, but I might do so some time, and I'll make sure to post it.

72.209.41.202 17:04, 5 August 2008 (UTC)


 * I rolled with my rit (spirit spam build) and 3 smite monk heros and some henchies and did this dungeon with ease. The end boss was a little tough but still pulled out the win. --| Kodi Venomspike [[Image:User Kodi Venomspike User-ksig.jpg|19px]] 04:16, 5 October 2009 (UTC)

Green bar next to the floor fire trap at entrance to Fendi's cave area.
Anyone have any idea what the green health bar there might be attached to? Whatever it is dies almost immediately from the fire traps once you near it. When entering, it appears just to the right of the trap. I'll try to screen it next time I'm on my way through. Cedave 04:35, 27 October 2008 (UTC)
 * It's always there, starts at approximately 50% health when you arrive, cant select it and doesnt do anything except die because of the fire. It burns only, doesnt take damage. (KILL MementoMori 14:28, 15 March 2009 (UTC))
 * Just thought I'd add that npc monks will try to heal it if they are nearby, thus wasting a small amount of energy and time on it. If the monks are moved away, it will eventually die.152.7.14.158 03:23, 14 February 2011 (UTC)

Pain Inverter
One thing that helped me a lot was as soon as the Soul of Fendi Nin popped up, I hit him with immediately. As soon as he pops up he will cast and if you can hit him with  before he hits your party of eight with his skill, it will cause him 640 damages immediately so long as your Asuran rank is high enough.

H&H on Hard Mode
I've just finished doing this dungeon in HM with heroes and hench. I was a dervish running Avatar of Lyssa, Aura of Holy Might, Eternal Aura, Light of Deldrimor, Radiant Scythe, Sight Beyond Sight and a couple of self-preservation spells; it's essentially my normal vanquishing build, which I find deals high AoE dps against even regular mobs, let alone undead. The hench were Mhenlo, Lina, Herta and Zho, with Ogden as a RoJ smiter (plus Ward of Stability) and Livia and Olias playing a sabway healer and MM, respectively. (I played the role of tank.) With the aid of careful pulling, I found the dungeon a breeze. Fendi Nin was much tougher, and I think we would have been completely screwed had I not brought plenty of rainbow candy canes and birthday cakes. I flagged the hench on the bridge just outside Fendi's room, then using a longbow pulled him into the two flame braziers outside the door, and just let the party lay into him from there. We wiped nearly as many times as he shifted forms, but I just kept eating candy and eventually killed him after about 20 minutes. --Mme. Donelle 06:34, 14 February 2009 (UTC)

Fendi's Day Off - bug?
I was running Shards of Orr for a group of people today, and when we got to the end area where Fendi normally is, he wasn't. We searched in vain for him all over the level, killed every enemy and lit every brazier, but he didn't show up. A disappointed group had to resign to try again another time. Is this a unique incidence of this problem, or is it a known bug that Fendi sometimes has a day off and goes bowling instead of staying in the dungeon?--Son of Batman 18:37, 15 February 2009 (UTC)
 * The exact happened to me and a friend when we were trying to 600/Smite this dungeon on HM. This was our first time, and all was going great until we got to the end, where the boss was no where in sight. WTF! so pissed off!! is this a bug of somekind? becasue this certianly needs to be sorted out for sure! >.< --Caliginous Eve 20:14, 16 February 2009 (UTC)

This place is virtually impossible

 * sigh* This dungeon is about the best proof that arenanet needs to learn game balance. -- Nils 08:38, 27 March 2009 (UTC)
 * rc - Auron&gt;8&lt; 08:42, 27 March 2009 (UTC)

I had the same problem today :S, its months later..surely you can fix this a-net ? -Jayda-Bliss-
 * This dungeon isn't even moderately difficult, especially nowadays. Stop complaining and start buildwarsing. ···  Danny  Pew   Pew  19:49, 9 September 2009 (UTC)
 * 600 Vili &#x70B9; [[Image:User Vili sig.jpg|User talk:Vili]] 19:52, 9 September 2009 (UTC)


 * Ots not impossoble, its actually pretty easy with 6 smiting heros. The problem is, again, and as always with A-nets B-team, they try to use stupid PvP exploits in Pve. This is something that can't be done, because, a computer can't react the way a person does. Its sad that A-net decided to make a game that was supposed to be about skill into this........ Powering enemies with exploits only makes people respond by using exploits.......... so in the end no one plays thru, everyone just runs it...... Blinding Surge Spam FTL. 66.190.225.109 03:40, 29 September 2010 (UTC)


 * Eh, it was tough I admit that, but we beat it with our normal builds. Btw, Discord is a crappy elite. --Saera Serena 22:49, 22 November 2010 (UTC)

Cantha
Looks like underground Cantha to me. Both the buildings and the storm drains in the side of the wall look just like the ones near tahnakkai. Syntheticfibers 23:25, 14 April 2009 (UTC)
 * Not surprising seeing how every one of the EN dungeons takes things from past campaigns and just mix/matches them together. From Ascalonian and Dwarven to Kurzick and Kaineng to Ancient Kournan all the way to unknown. -- Azazel The Assassin\talk 23:54, 14 April 2009 (UTC)

stockpile of Xunlai chests in one of the chambers, suggests that one of 3 things, the continents of Gw were once connected like Pangea(HAH), Canthan explorers used it as a base(could be), or Xunlai used it as HQ in Tyria--Lord Randy 18:47, 10 September 2009 (UTC)

Waste of time
This dungeon is simply ridiculous. There is nothing more than monotonous mobs of overpowered creatures every 27 feet. If you make it through the second level with anything less than -60dp without using dp removal items, you are lucky. I thought some of the other dungeons were silly but this just goes beyond that. The amount of time you have to waste on it for such little reward doesn't make it worth the effort. Traveling through a dungeon with -60dp all the time is no fun at all. And an end boss that you kill several times to just have it continually respawn is beyond silly, it is just plain stupid, and shows a real lack of creativity on the designer's part. Whoever created this dungeon certainly did not understand what made the game fun in the first place. I know of only one player so far who has completed this dungeon just to see if it is possible and he never plans on going back to it again because it sucks so bad and was not fun and wasted a lot of his time. Gameplayer 12:56, 25 June 2009 (UTC)
 * You're right about it being boring and monotonous. Welcome to PvE. Not sure how you managed to get kittenstomped by the dungeon so hard though, tbh. Try using holy damage next time and maybe bring a healer. Mr J 13:02, 25 June 2009 (UTC)
 * Me and Mr J kittenstomped SoO with Crit Scythe + buffer :> Frosty 13:09, 25 June 2009 (UTC)
 * Yarr. And the buffer was just an E/Mo with SoH, Judge's Insight, GDW, and Ether Prism. Mr J 13:16, 25 June 2009 (UTC)
 * If you think this dungeon is hard, wait 'til you get to Vloxen HM. ;o ··· cedave  19:40, 25 June 2009 (UTC)
 * Ok, critscythe sounds great here, but what about the wizards? 82.73.139.17 19:01, 1 June 2010 (UTC)
 * I have copmpleted the dungeon a lot of times in both modes with Hero/Hench and with humans. Its really not THAT hard if you bring a team that is prepared for the PvP exploit gayness that the enemies in here run. Bring smite heros and equip all of them with smite condition and smite hex and RoJ. Then use a tank that can shadow step to pop into the middle of a group before anything else aggros. Roj + Smite conditions will cut most of the enemies down instantly. and leave whatever is left hurt pretty bad. A human player with don't trip can be helpful but if you are at the point in a battle where a party KD can happen then you are already in some trouble. A human Paragon is just an awesome thing to have when you fight Fendi nin. When Fendi turns to soul of Fendi and summons a bunch of channeling rits, who instantly use Clamor Of Souls at the same time, it is enough of a spike to wope the party. If a Paragon saves his adrenaline so that he can use SY and TNTF as Fendi changes into Soul Of Fendi the spike is not even noticable and Fendi is actually pretty easy. This dungeon is just another example of A-net really not understanding that there are a lot of ways to make a good game suck, and by using NPC's that run exploitway, humans are going to use some form of faggotway/exploitway in kind. Which basically means that you average group of explorers are not going to find people to go with and will either run it or be run. Kinda pointless to spend all that time designing a game thats not actually going to be played,and GW2 can kiss my butt, but.......... Y'know...... Better games on the horizon.

Another (different) bug with the end boss
We got to the end and did the usual stuff... I'm not sure exactly what happened but we think somehow we killed his soul WHILE his normal form was alive (yes, I know...). Well this caused his normal form to keep coming back along with all the rangers and rits and stuff, and we ended up just killing everything but Fendi and then tanking his damage while everyone grabs their chest drops (fyi we got nothing of interest). Then we died and decided to run back really quick just to kill him for apparently no reason and I recorded it, so here's the link: Youtube: Shards of Orr Boss Glitch ...You can see the chest in the background with Fendi still alive, but this time he dies for real and it's over. Actually pretty funny because the whole vent was like "yes finally!" only to have him magically re-spawn along with his own chest... wierd! -Go4the1 12:11, 8 July 2009 (UTC)

Yeah, just had the same problem - killed the Soul and Fendi reappeared. Managed to kill Fendi and have the Soul pop up again with its mob. Seems to stop after everyone's opened the chest and the timer starts. Should probably be added as another bug though. --86.29.82.14 07:55, 14 September 2009 (UTC)

Sadly this bug isn't as rare as you might think. Because Fendi spawns slightly before Fendi's Soul dissappears (roughly a .5 sec window), if you kill the soul in this window then the chest will spawn but you are stuck with the newly spawned Fendi. Skykingcst 03:57, 11 September 2010 (UTC)

The Issue I See...
I'm what's called a "Johnny" in the Magic community. I like trying new things, going with things others don't use, trying obscure or different builds and designs. What I see as part of the issue for this place (asides from being spawn-camped by the enemy into 60% DP since they were all right near the Beacon) is that it seems (via advice above) to essentially REQUIRE you to use a very small set of builds/classes/skills for it. I understand that there are places that need specialization, or that have specific needs, but what pisses me off here is that there's no room for flexibility in this dungeon. It's "go with this build" or get killed. Doesn't seem quite right to me.

All kinds of holy damage work, we went in with a lyssa derv with holy damage spells, eternal, holy might and others, 2 roj monk and a imbagon, we filled it up with random heroes, and we never died, so it just that holy damage is needed, nothing else

Ridiculous, unbalanced boss
What a ridiculously monotonous and stupid ending to this dungeon. Yeah, it's a smiter's paradise, what else is new in GW and areas catered to the monk 600 build or a perma build. We had a good group (or at least we thought), smiters, healers, derv, rit and a couple others and made our way to the end without much of a problem. We were all at +10 morale and then it was all over. We just kept dying no matter what we did and couldn't kill him. Our DP was at -60 even after using DP and other boosts and still couldn't do anything. It was stupid how groups kept spawning over and over and every time he kept wiping our party out with one hit. Once again ANet shows their unbalance design. This wasn't any fun at all to play and we don't plan on ever going back. I can see why it's so hard to get help here from other players and why so many don't like it or want to do it. I hope they do a better design job in GW2.

AHHHHH FLOATING GREEN HEALTH BAR!
Someone should add in the bug section about the floating green health bar near the first fire spout right before fendi accross the bridge from the dragon lichs. I dont have a screenie but ask any SoOSC addict its there like ALL THE FLIPPIN TIME. its just a random floating green health bar that has nothing whatsoever attached to it. >.> 76.20.33.106 09:35, 8 November 2009 (UTC)
 * I think it's been brought up before. No known explanations afaik, but maybe someone will drop a handy diff in for reference. ···  Danny  Pew   Pew  20:42, 10 November 2009 (UTC)
 * Maybe it's like a "connection" between two groups of rangers, on the bridge and near Fendi. Those two groups are one in the same, first time you kill Fendi and he spawns the Damned Crewman, the rangers on the bridge disappear.  I dunno. 24.59.191.184 06:12, 7 December 2009 (UTC)

First time beating it and Fendi....and is there a bug on the bridge that you can exploit?
Well after a few attempts I finally finished this dungeon. This last time I really worked on my builds using the advice given in wiki and pvxwiki and the strategy of luring Fendi out of the chambers room. This was the FIRST time I didn't have too many problems getting to Fendi-first level went well...starting having problems on the second level-a few henchie deaths-and by the time I got to Fendi my party had died but my DP was either non-existent or very little. I was using my sin which was setup with the following skill set: I Am Unstoppable Shadow Refuge Smoke Powder Defense Golden Lotus Strike Castigation Signet Symbol of Wrath Bane Signet Light of Deldrimor I know the above build is not the best, and I would change it a little if I ever go back there again (tho I NEVER plan on going back again). GLS and CS both give me energy so I never had an energy problem but I would prob change GLS for another smiting skill or condition removal. I did find the casting time of Symbol of Wrath to be a little long, a few times the foes were either dead or had moved by the time it finished casting so I had to work on timing it right and blocking the foes. Casting the first 3 skills going in for each fight made a huge difference.

I took the following heroes with me: Ogden (He was an LOD healer with Extinguish skill to help remove conditions) Xandra (She was a spirit spammer with Armor of Unfeeling, Painful Bond, Ancestors Rage           and most importantly, Shelter)- I would always cast Shelter before going in to           every battle. Dunkoro (His build was kind of experimental - Aegis, Words of Comfort, Ray of Judgment,             Smite Condition, Spear of Light, Symbol of Wrath, Lightning Orb (yes, an ele skill, believe it or not - I find cracked armor to be helpful against the Brutes, among many other foes in the game) and finally Resurrect.) I took the following henchies with me: Lina Mhenlo Herta Zho (interrupt)

I'm no pro and I realize the above may be a screwy setup but it worked. I would always wait for my heroes to be recharged before a fight and then cast Shelter. I would go for the priest and cleric first. By the time I finished casting all my attack skills most of the foes around me were dead or close to dying. Recharge times were prob the biggest problem I had. I did have a few problems but by the time I arrived at Fendi all was well.

At Fendi, I kept my heroes/henchies flagged to the bottom of the brige on the other side of the fire trap. I lured the skeleton archers away from him and killed them off by the fire trap/brige. I left one archer in the room and lured Fendi to the fire trap per the wiki advice. I easily killed him and then his Soul spawned. As wiki said the dead crewmen first spawned in the chamber and not by his Soul. This gave me the opportunity to beat on him to about 2/3 health. After his soul disappeared then the archers respawned at his location and I was mobbed. I managed to kill a few of them and Lina was able to get back across to the other side of the bridge to safety. I used her to rez my party, at least the ones she could that were close (prob would have made more sense and been quicker to just let her die and have the whole party rez at the shrine but I was being stubborn, lol). I let the heroes and henchies lure skeleton archers one by one across the bridge killing them easily. After I was rez'd we finished the rest of the archers except for one, which I left on the other side of the fire trap towards the chamber. I lured Fendi up the bridge and down the other side (I was surprised how far he went). My party was able to easily defeat him again and then something happened which I didn't expect. When his Soul appeared, the dead crewmen spawned back by the fire trap where the last archer was at and not at Fendi's location which was on the other side of the bridge by the entrance. He tried to head back across the brige and I kept trying to get in front of him to block him and my party beat on him. I expected the dead crewman to spawn at his location but they didn't-well, I has happy about that. I had his health down pretty good and the archers appeared again. I worked on knocking them off and back to Fendi again. After his Soul appeared again I was finally able to knock him off by concentrating on him alone. I'm not sure if the above will help anyone but thought I would throw it out there and good luck. --The preceding unsigned comment was added by 64.179.119.162 (talk).

Speed boosts required or not required
It's not clear to me why a typical group might require a 33% speed boost. 4 of the braziers can be reached and lit without any aggro at normal speed. The remaining two (in the middle of the room) are close to a single group of foes. It seems to me that groups will normally kill the group at the room's entrance, the group at the dungeon lock, and the group with the dungeon key. Reaching the middle braziers requires defeating just one more group. The remaining mobs can be entirely avoided without any speed boost at all.

The current note implies to me that the speed boost is either required or highly desired. Speed boosts help the dungeon go faster, but I don't believe they are necessary to the average player. If the reference cannot be removed, can we rephrase it to clarify that +33% is only necessary if you plan to kill only the dungeon-key holder (and move on to the next area)? &mdash; Tennessee Ernie Ford ( TEF ) 06:18, 5 December 2009 (UTC)
 * The problem here is that you are looking at what you think. The wiki is for the people. Not everybody will think the same thing you do. The note is helpful. If you feel the need to have a note that the 33% is not needed then put one up. [[Image:User DrogoBoffin sig icon.png]] Drogo Boffin 06:21, 5 December 2009 (UTC)
 * Erm, I think that strengthens my argument. Since the wiki is geared towards the typical player and the typical player can light the braziers without a speed boost (and without completely clearing the room), for whom is the note intended?  &mdash; Tennessee Ernie Ford ( TEF ) 06:32, 5 December 2009 (UTC)
 * NO It is not geared towards a specific player. It is for everybody. We have information for all players no matter how they play or their preferred playing style. [[Image:User DrogoBoffin sig icon.png]] Drogo Boffin 06:35, 5 December 2009 (UTC)
 * I guess we'll have to disagree about the utility of the note as currently phrased and about wiki philosophy.  &mdash; Tennessee Ernie Ford ( TEF ) 09:59, 5 December 2009 (UTC)
 * If one clears the area to the next brazier (which I think most, not a few, people do, as it is only logical to not run through a ton of mobs with constant knockdown), then a speed boost is in no way needed. Unless your doing SoOSC, I don't even know why one would try using a speed boost to go through mobs and light the next brazier! Heck, if you're planning on telling people to do that, tell them that they need shadow form and I Am Unstoppable! While you're at it. At least that way they'll live if they run through the mobs... -- Konig/ talk 17:31, 5 December 2009 (UTC)

Why even bother here?
Other than the very rare chance of the BDS to drop ( I was told its in this end chest) all of the drops I have consistently gotten here are total junk. Unless you wanted this for your book I wouldn't waste time on it imo. It may not be as hard as some people have complained about, but it is a definite time sink and is in no way worth a repeat visit. I tried it in NM and HM and the drops were horrible in both. I'll stick to boring old CoF and get better drops than here thank you. Good luck to all who wish to try to farm this accursed place. Guess its perma teams or bust eh? No ty. Nay the One and Only 06:14, 20 January 2010 (UTC)


 * I agree about the, as it were, standard standard of drops, but really you have answered your own question; value is inversely proportional to frequency when it comes to drops, the more so when the route to the drop in question is both tiresome and unrewarding. The lucky few get a lasting glow of Ossic Wyrm satisfaction which adds nicely to the fools' gold gratefully received from the group of runnees who only got to enjoy the disappointing drops and lamentable LoD rewards along the way. Sure, one of the passive crowd may be picked out by the ANet deities, but here repetition is your friend and salvation, and given the baying crowds of desperate bookers gathering around the candle flame of your Sexcentenarian skill, it is a lucrative furrow to plough. And so at last, decorated with the dead dragon laurels of your recent conquest, testament to your undoubted determination, you re-enter the wider world as an episcopi vagantes with respect and pride. What more could a boy want?--Son of Batman 22:48, 20 January 2010 (UTC)
 * Bravo! Sliphorn 04:24, 8 February 2011 (UTC)
 * Do you think all that in one breath? lol jk Nay the One and Only [[Image:User Nay the One and Only SIG.png]] 23:23, 3 February 2010 (UTC)


 * Drops aren't noticeably better in any area that doesn't have Ectos or Obsidian Shards, really. It's a unique challenge, in any case. It's silly to think that you need perma teams to do this, as well. Manifold [[Image:User_Manifold_Jupiter.jpg|19px]] 23:34, 3 February 2010 (UTC)


 * Wow, Bat. That was...epic.  Ummm, could you put a translation for that in case there's someone, not me, that didn't understand?  Just to help...uh...other people who aren't me out.--Will Greyhawk 00:48, 3 April 2010 (UTC)

Grawl-like Smiling Face?
Is it really necessary? What's the point? And it looks like a chicken to me :P - J.P. Talk  22:54, 7 July 2010 (UTC)
 * Not only do I not see a "smiling face" (no matter what species it would look like), but the maps in this dungeon are not unique to this dungeon and thus is not relevant to the dungeon itself. I'm removing the image. -- Konig / talk 11:22, 11 December 2010 (UTC)

gw crashing note
I don't think a note is needed for gw crashing when minimal requirements are not met. It's obvious that if you don't meet the minimal requirements, the game won't work. It's basic logic. -- Konig / talk 19:16, 10 January 2011 (UTC)
 * The IP has been posting that on most of the high end areas (which of course tend to stress the vid cards). I don't see it as our duty to document the game when one is not properly using the game, though we do discuss textmod. G R E E N E R  19:30, 10 January 2011 (UTC)


 * To be fair, there are lots of games that you can play reliably even without meeting the manufacturer's minimum requirements (with or without tweaking). The question is whether that is worth noting (and, if so, where). I think the more useful way to document the situation would be to put a note on the pages that outline minimum requirements overall. For example, stating that some have been able to play with sub-minimal systems, although those using intel-based graphics (integrated or separate) have less luck doing so. — Tennessee Ernie Ford ( TEF ) 19:36, 10 January 2011 (UTC)


 * Well, my work here is done! (See: Running the game.) — Tennessee Ernie Ford ( TEF ) 19:43, 10 January 2011 (UTC)


 * Thanks TEF. G R E E N E R  19:47, 10 January 2011 (UTC)
 * I figure at most we can put a statement such as:
 * Unsupported Intel graphics cards  in this area.
 * I'd still say it's outside of our obligation, but a potential nicety. G R E E N E R  19:55, 10 January 2011 (UTC)


 * If we add a note, I think it should be something like, this area is graphically rich; some players experience performance issues. It's worth noting that the area puts a greater strain on GFX resources, which is useful to anyone (except those who have top end machines). The previous types of notes are useful to only a non-zero portion of the community. — Tennessee Ernie Ford ( TEF ) 20:25, 10 January 2011 (UTC)

=Bug(More like Anomaly)= When I was Herowaying this dungeon on HM, on the third level, there were two Zombie Brutes stuck behind the dungeon gate (the door where u need the dungeon key to enter). Out of my 50~ clears this had only happened once. It doesn't affect the quest anyways, because the they dont need to be killed for the key (or for dungeon) and you can kill them with melee skills once you open the door with the dungeon key. Yae Mozs 02:33, 9 July 2011 (UTC)