Talk:Fendi Nin
Difficulty[edit]
This is some hard sob. Lightblade 08:48, 8 September 2007 (UTC)
Games are supposed to be fun. This is the MOST frustrated I have been in a LOOOONG time. Let me explain. Unless you are superman, then you have around a 60% death penalty by the time you get to this joker. Then he has his special little tricks that already make him nearly impossible. Please NCSoft, don't punish people. Especially don't punish them after they spent 3 - 4 hours in game getting to this point. Provide this joker to be at the beginning of the first dungeon if you want to get cute and make him so impossible.
Note, searching for hours on the net for the 'perfect build and party' is silly too. Lets keep this fun and not frustrating. --Sevenseeker 23:14, 1 March 2008 (UTC) (look, I am so frustrated, I can't spell or use proper grammar, shame on you NCSoft!)
- It's not too hard. Take Holy Damage, anti blind skills, condition removal and voila. Few guildies and I beat this on the second try and we only died twice the whole run. --Mini Me 23:27, 1 March 2008 (UTC)
- Also, Ward of Stability and/or "I Am Unstoppable!" (was most of the trouble I had hero/henching it in NM). Party-wide heals can't hurt, too. -- Mafaraxas 23:31, 1 March 2008 (UTC)
- Holy damage is the key. My party went with three holy dervs, an interrupter, and plenty of healing and condition removal, and we beat the dungeon easily. --Mme. Donelle 22:50, 2 March 2008 (UTC)
- Oh, and I should mention that a holy derv is NOT a derv using Avatar of Balthazar, though you can always use it if you want. Preferably you want to use Eternal Aura, Aura of Holy Might and Light of Deldrimor (Holy Might changes physical damage into holy damage, though it isn't stated in the description); then I bring Lyssa for energy and a damage bonus. Melandru also works to avoid the conditions in here, but you'll probably need a staff. --Mme. Donelle 22:59, 2 March 2008 (UTC)
- Holy damage is the key. My party went with three holy dervs, an interrupter, and plenty of healing and condition removal, and we beat the dungeon easily. --Mme. Donelle 22:50, 2 March 2008 (UTC)
- Also, Ward of Stability and/or "I Am Unstoppable!" (was most of the trouble I had hero/henching it in NM). Party-wide heals can't hurt, too. -- Mafaraxas 23:31, 1 March 2008 (UTC)
- 2010: This can be done with your heroes/henchman at 60% but if you didn't read about the boss fight or what skills to bring for it before you got there (I didn't) you might be faced with a bunch of runs from the rez spot. Use whatever interupts you have and see if your heroes are running out of energy before the Soul. I had to shut one or two things off pre-soul and turn them back on. Keep the H/H spread out as best you can. After you kill archers don't pull him TOO far out of the room. He and his allies can bug on the bridge. Crewman popped right in the middle of the bridge with no Soul. When I ran back they changed back to archers/boss but were stuck on the brige. They would not move but could be attacked. If that happens try to kill all the archers and wipe before he turns to soul. When you run back he'll still be on the bridge but won't be stuck. *NOTE: Since update this can be done right where he is with your standard 7 hero group. Just spread out and make sure your standard group includes interupts and/or knock downs. --Smiles66 20:40, 30 May 2012 (UTC)
Notes[edit]
The following skills are beneficial in facing Fendi Nin: Pain Inverter, Spoil Victor, and Vengeance. Why Vengeance? To resurrect your party members, only to get them killed with Desecrate Enchantments? --Arduinna 23:42, 19 March 2008 (UTC)
- To bring them up quickly and have them at 100% health and energy. And if they do die, it wont cause anymore dp. --Lou-Saydus 00:02, 20 March 2008 (UTC)
- I dont think desecrate even removes enchantments, and if your healer cant outheal it get a new one and tell it to get its head outa his ass.--Ʀєʟʟɑ 06:33, 7 July 2008 (UTC)
Chilblains[edit]
I was doing Shards of Orr in HM and he used this. I'm not sure if he uses it in NM or not, so I didn't add (Hard Mode) next to it. If he doesn't use it in Normal Mode, please add that. xP And yes, both this version and the Soul of him were using Chilblains. I was not confusing the two.71.127.159.233 08:23, 19 September 2008 (UTC)
Farming Deldrimor rank[edit]
couldn't you use healing ring or heal area, etc., on the soul? if you had room? Invincible Rogue 23:20, 11 December 2008 (UTC)
- plenty of easier and simpler ways to farm deldrimor rank, no? -- Mafaraxas 00:00, 12 December 2008 (UTC)
Chilblanes[edit]
I thought this should be added, someone else thought otherwise so ill put it here:
"Fendi Nin and the subsequent Soul of Fendi Nin will not use Chilblains if only one party member is in the area, or if only one party member is alive. This means a player who maintains enchantments to prevent damage like shadow form can position themselves so Fendi Nin and the subsequent Soul of Fendi Nin are in a flame trap. This make finishing this dungeon in Hard mode very easy."
Furthermore it also makes farming DDM points technically possible if you have Fendi in the trap and then pull back when his soul spawns the trap will kill his spawns but not damage him then move back, This would be slow and tiresome but technically possible with shadow form, i did it for a while without damaging the soul but got bored so killed him as its so awkward and very slow. Xiay 12:53, 2 March 2009 (UTC)
Health[edit]
How much health got Fendi and Soul of Fendi Nin on HM? somebody knows? 192.168.1.64 19:15, 20 November 2009 (UTC)
In Hard Mode Fendi Nin has 2,880hp and the Soul of Fendi Nin has 20,400hp. 69.54.121.249 01:10, 24 July 2012 (UTC)
Notes[edit]
Note 2 says much of the same as note 4.Tong2 01:41, 28 February 2010 (UTC)
- I merged some of the information I felt was redundant. --Lania Elderfire 01:54, 28 February 2010 (UTC)
Fendi's Allies[edit]
I had posted this on the main page, but it got removed. Before posting it again I just wanted to make sure other people were seeing the same behaviour. It is a known fact that Fendi spawns damned crewmen when you damage it enough and summon the Soul of Fendi. Initially the crewmen spawn where Fendi started combat. I have observed that in hard mode, the crewmen will always spawn where the skeletal archers die. This means that if you bring the archers to the other side of the room with the boss before damaging Fendi to the point his soul is summoned again, you will not agro the adds. I used this trick to very easily complete the hard mode of this dungeon with heroes and henchmen. Someone else please confirm this so we can properly post this helpful tip on the main page. 98.124.27.175 02:29, 19 March 2010 (UTC)
- This tip is already included in note #3. --Lania 01:19, 21 August 2010 (UTC)
Hard? You bet[edit]
Hard? You bet. This one is a no-win situation. While I have beat it once or twice (as an Elementalist and a Mesmer), even when I won I felt cheated. This is way too hard for the small reward you get. IMHO, it is definitely not worth the time and effort invested. I recommend skipping this quest (abandon it). Small reward for a lot of frustration.
Good luck, Stevizard
- lol just join a sc Demonic Sin Ex 01:20, 17 April 2011 (UTC)
- 8 times 15 minutes is still 2 hours of player-effort → speed clears aren't less work, they are just more efficient. However, I also disagree with the OP's contention that it requires a lot of gimmicks. — Tennessee Ernie Ford (TEF) 01:57, 17 April 2011 (UTC)
How long does the Soul of Fendi Nin stay out?[edit]
Fendi Nin says the soul stays out for ~30 seconds, Soul of Fendi Nin says it stays out for ~15 seconds. So which is it? 45 sec? 30 sec? 15 sec? Darthlight 17:26, 24 June 2011 (UTC)
- stays for 30 seconds. Demonic Sin Ex 17:54, 25 June 2011 (UTC)
Pulling Distance[edit]
Not sure if my experience yesterday was a bug or a recent game update, but I was able to pull Fendi and the Soul an apparently indefinite distance from his starting point. I've completed this dungeon several times and the furthest pull was always (contrary to the current notes) across to near the bottom of the bridge (my H/H's are flagged right before the narrow hall with the poison traps); however, this time the Soul never turned to move towards the fire traps. Since I'm probably not as efficient in killing as others, I ended up (through the attack/run/pull cycle for this foe) pulling Fundi through the poison trap hall, the big chamber with the now lit torches, past the closest rez shrine, finally killing him in the next hallway. If it matters, I was completing the ZB in HM running 6 heroes and Mhenlo. (Added proper signature) Lord Flynt 19:11, 31 December 2011 (UTC)
Bug[edit]
Has happened several times now duirng the final fight with Fendi, namely one or more heroes will chase the Soul when it runs back towards the spawning point, ignoring any flag commands. Very ignoring. Lord Flynt 07:21, 4 October 2011 (UTC)
- I noticed this today as well. Heroes were flagged on the bridge, and before we had even aggroed the mob for the first time, they ran out almost to the center of the area he spawns in, right after Fendi had killed himself on a flame spout. --75.76.16.176 16:01, 6 January 2012 (UTC)
Hero Build[edit]
I attempted this numerous times with a variety of builds recommended on various GW Wiki sites around the web. Nothing worked. I'd either make it through the entire dungeon easily and rapidly, only to face Fendi as if my team were composed entirely of Level 5 Monks, or I'd have so much DP racked up before getting there that any attempt to beat Fendi was futile, despite a balanced team.
After much effort and tinkering with my balanced build, I finally landed on a Heroes team build that works like a charm. My party wiped three times while fighting Fendi, and a few times on the way down. Each time on the way down, it was when fighting a mob with multiple healers and wizards. The more balanced mobs were unable to even seriously damage my team. I've done this playing as Ritualist and playing as Necromancer, and it was pretty easy both times.
Here's my build: External Link to PvXWiki Build Article --The preceding unsigned comment was added by 192.168.103.27 (talk) at 18:01, 28 August 2012 (UTC).
- Not looking to start a flame war, but I find this dungeon condition/hex unfriendly and enchantment wary. While this player/hero build may work okay in NM, it looks like early and often death in HM to me. I've completed this dungeon now in HM for each profession with just heroes plus Mhenlo, and my recommendation would be a player prepared to tank (regardless of profession), lots of holy damage, lots of condition removal, moderate hex removal, no hexes, few if any smiting conditions, and a resto healer/protector. Key skills that come to mind are Reversal of Damage (the only safe enchantment against the boss), "Can't Touch This", "Stand Your Ground", and Ward of Stab. Lord Flynt 23:20, 23 September 2012 (UTC)
- I hate to load Wikia pages with all their adds slowing down my PC. The Team Build is UNRATED, which means cannot be trusted. I don't know how to find the page history either. First impression at a glance is negative.
- Warrior heroes I always get them 13 Strength for the +20 armor vs elemental damage and this page is only poiting 10... bad in my opinion.
- Superior Runes are a bad idea, the -75HP ain't worth it.
- All backliners have poor or no energy management at all.
- The SoJ monk has Heal Party with Healing Prayers at 3... Great Job!!!
- The Heal monk has Healing Breeze...this guy has no fucking idea what he is doing...
- AI spamms Protective Spirit and runs out of energy faster...
- I hate to load Wikia pages with all their adds slowing down my PC. The Team Build is UNRATED, which means cannot be trusted. I don't know how to find the page history either. First impression at a glance is negative.
- I suggest you make your own research and share it, rather following the first post. Yoshida Keiji (talk) 10:38, 24 September 2012 (UTC)
- Yeah he posted it on the wrong wiki, which is why it's got no feedback or reviews. -Auron 12:35, 24 September 2012 (UTC)
- I suggest you make your own research and share it, rather following the first post. Yoshida Keiji (talk) 10:38, 24 September 2012 (UTC)
- I must say it kinda pisses me to see Dungeon guides and talks splitted into 3 different articles: the Dungeon, the related Quest and the End Boss. I think we could use Guild Wars Wiki talk:Formatting/Dungeons to formerly reach a concensus. We are now on the End Boss talk page, and I just finised Lost Souls by taking the skill recommendations at it's Lost_Souls#Notes section. I believe Fendi Nin#Notes should be in Lost Souls page instead. I did this test run in Normal Mode by taking the Wards plus Shockwave, Avatar of Melandru, a Panic mesmer, a non-Imbagon paragon, nuker, 1 Prot plus 2 healers. Removing blind was very helpful as several foes with Blinding Surge would be a pain, Ward of Stability a must, Blind and Blocks kept my team holding strong with only one single death during the whole run. I don't know how things would be in Hard Mode, but would certainly appreciate invitations and join with pleasure. Yoshida Keiji (talk) 15:54, 24 September 2012 (UTC)