Tips for Solo Completing Orr Zones

Tips for Solo Completing Orr Zones

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Posted by: DaddyBoJangles.6012

DaddyBoJangles.6012

I am currently trying to obtain 100 percent World Complete, I only have 2 of the Orr Zones left and you can tell these zones were designed for groups of players at a time. I don’t know if its just me but I never see anyone in these zones. I may run across the random from time to time but nothing like the older zones when I was leveling. So if you guys have any tips for me I would appreciate them.

One thing I have found useful is the Ash Legion Spy Kits. They cost 28 karma each and stealth you on use for 10 seconds. If your playing a class without stealth abilities, these are very handy when completing some of the skill challenges by yourself. I just run to the challenge pop the kit, the mobs unaggro, commune with the point and move on to the next one. The Spy Kits are sold in the Plains of Ashford zone, sold by a heart vendor at Victor’s Presidium.

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Posted by: Awesome.6120

Awesome.6120

Spy kits for skill points is the biggest thing. Everything else is pretty straight forward.

[SFD] – Maguuma

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Posted by: Jayne.9251

Jayne.9251

Getting to a spot you have to jump to will often deaggro the mobs, too. They don’t seem to like to climb well in most cases … Some will still chase you. Useful for when you’re running to a poi with a million undead on your heels.

And you don’t have to jump high … Just up the side of a cliff, or onto a tree trunk, etc…

L’enfer, c’est les autres

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Posted by: Awesome.6120

Awesome.6120

That is the case for any mob. If you jump up to a ledge or rock they can’t climb they will just forget about you.

[SFD] – Maguuma

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Posted by: Jayne.9251

Jayne.9251

Yeah but it saved my bacon particularly in Orr I don’t know how many countless times.

L’enfer, c’est les autres

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Posted by: Recycle.5493

Recycle.5493

Line your utilities with invulnerability, stability, swiftness unless you’re going to do events, which I don’t suggest if you’re not with a group.

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Posted by: Urthona.3198

Urthona.3198

Line your utilities with invulnerability, stability, swiftness unless you’re going to do events, which I don’t suggest if you’re not with a group.

Actually, all of the stuff in Malchor’s Leap and most of the stuff in Cursed Shore/Straits of Devastation is soloable unless marked explicitly as a group event. If you farm orichalcum regularly anyway, just soloing whatever you run across on the way is a less braindead method of getting your five events for your daily in than zerging pent/shelter for half an hour. (Probably not more efficient in terms of farming, but definitely less braindead.)

Speaking of which, look up the location of the ori nodes on your server, if you don’t already. Might as well get a little bonus profit while you’re there. Same with things like diving goggles and jumping puzzles if you’re interested in those achievements.

Swiftness and stability really are a must if you want to keep your sanity. You will not be able to kill things fast enough to keep up with the respawn timers no matter what you play. That said, you’ll want some AOE ability too. You will have to stop running and clear stuff on occasion.

Youtube is your friend when trying to find the routes to difficult vistas.

It bears repeating that Ash Legion spy kits are great for those skill points guarded by undending hordes of undead. Buy a bunch and use the leftovers in dungeons.

Going through the water isn’t completely safe, but it’s generally less aggravating than overland. Plan your routes accordingly.

If you see a temple uncontested, GET IT NOW. If you see the temple event going on, GO HELP NOW. Jump zones if you have to. Grenth only knows when you’ll see it open again, even on more active servers.

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Posted by: Awesome.6120

Awesome.6120

You will not be able to kill things fast enough to keep up with the respawn timers no matter what you play.

This is not true at all. Orr is mostly easy on my warrior and I can still outpace respawn on my engi. That’s basically the entire spectrum of classes in pve from top shelf to bottom of the barrel. I promise I’m not some elite player either.

[SFD] – Maguuma

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Posted by: DaddyBoJangles.6012

DaddyBoJangles.6012

I will take the advice here. Deff going to switch my abilities up tomorrow to make me more durable. Its my level 80 warrior im doing this on figured it would be easier on this character than my elementalist. Can you suggest some useful warrior skills for this?

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Posted by: bri.2359

bri.2359

I solo ‘ed a ranger through Orr, back before the loot and karma nerfs and Fractals. Yes there are less players around Orr these days, so use whatever method works for you. There are ’safe’ areas and paths you will find once you become more familiar with the maps.

My advice is be patient. Plan the route you want to take beforehand, use tactics and strategy to avoid most of the mobs. Clear out only the mobs directly in your path, advance, clear, advance, etc … Keep moving until you reach your destination and/or a safe zone, then relax for a bit and plan your next move.

The worse bits for me were the conditions around statues you need to reach for poi’s and sp’s. Any buffs that remove or mitigate condition damage will be a great help for you.

Lvl 80’s: Ranger; Guardian; Mesmer; Necromancer; Thief
Gandara Megaserver

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Posted by: Rainu.6871

Rainu.6871

I actually find it to be much easier on my elementalist than on my warrior to explore orr solo. Using an auramancer build with all defensive utilities (I count Lightning flash as one) I might not be able to fight the enemies at contested points but I can get in and out without dying at least

Skills you’ll want on any class are: stun breakers (for when you’re knocked down or dazed/stunned), condition removal (especially for cripple and immobilize), blocks/invulnerabilities (self explanatory), and movement skills (teleports really help a lot, as do anything else that can get you out of danger more quickly). Try to take the time to see where mobs are before rushing in, not only will it mean that you are less likely to aggro all of them but if you stay and fight you will have a general idea of where other mobs are so you don’t accidentally dodge into them.

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Posted by: knives.6345

knives.6345

I’m an Orr veteran as I “grew” up there.

The only thing I keep in mind is – don’t aggro what you can’t handle.

I know, I know, Orr is overcrowded with undead – but it is possible to “slip” between them.

Vi Veri Veniversum Vivus Vici

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Posted by: Paradox.5498

Paradox.5498

If you choose to fight your way through Orr instead of outrunning a gazillion mobs, remember to keep pushing forward so that you only aggro the mobs in front of you, not the respawning ones behind you. This means you won’t have a break until you’re on a really safe spot. Keep moving, keep fighting and you’ll live.

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Posted by: Oglaf.1074

Oglaf.1074

That is the case for any mob. If you jump up to a ledge or rock they can’t climb they will just forget about you.

Until they chuck an anchor at you and pull you down.

I can do thirty Five-Dolyak Arm Curls.

Do you even lift, bro?

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Posted by: Ganzicus.1426

Ganzicus.1426

Completed all of Orr solo 3 times now Here’s what I did to survive (as accurate as I can make it from memory):

Make use of aggro range:
- Learn the aggro range of each mob type
- Keep the vertical dimension in mind when you’re underwater
- Use aggro range in your movements so you aggro as few mobs as possible (you can often aggro nothing just by moving between the aggro radii of mobs)
- If you’re not sure you can get between without aggro, just pick one side to be safe. That way at least you’re only aggroing half the mobs.
- Always try to find a path to take where you aggro few mobs, if any. (Unless you’re confident that you can take all of them)
- If you’re good, you can get to most of the skill points without having to fight much.

Consolidate your ability to fight:
- Watch for telegraphed attacks, figure out how hard each of them hit or how much potential damage they can cause (eg a knockdown when you’re fighting large numbers), triage accordingly (unless you have constant Vigor) and dodge the worst of it.
- Don’t stay still. Avoid damage through movement: strafe around to kite melee mobs, rapidly wiggle left and right for ranged mobs that use projectiles.
- If you’re up against a large group, it might be wise to keep one of them at low health so that you can quickly rally if you go down.
- Take advantage of what ranged weapons you might have. Thin out enemy numbers before engaging directly, whenever possible. In this case, range the ranged enemies first, since they generally won’t run to you (bringing everything else with them).
- Use aggro range tactically: risen are much easier to fight piecemeal than as a large group, and you can usually avoid pulling the whole mob. (Even easier if you have a long-range pull skill)
- Try to keep a weapon equipped that you can easily kite and damage with. Unless you don’t mind running to reset the fight whenever you run into a mob you can’t burn down quickly enough…

Always have an escape ready:
- Be able to tell from a glance whether mobs can run up a slope or to a ledge. You can use these to escape by jumping on them to reset melee mobs, and moving out of line of sight to reset ranged mobs.
- Slot the appropriate skills/weapon swaps. Either something that covers distance rapidly, controls mobs well enough, or grants you enough invulnerability/stability/mitigation/etc to cover the same distance on foot.
- Keep a source of Swiftness and ideally Stability handy whenever you can. Or if your class has access to a passive +25% movement speed boost, use it.
- You are faster out of combat than in combat, regardless of what speed boosts you have. Sometimes you’ll need to pop a condition remover to get out of combat and regenerate before respawns/other mobs catch you.

Some specific mobs to watch out for:
- Risen Putrefiers: Not a big deal as long as you can dodge their anchor throw (this is telegraphed) and keep out of melee range.
- Risen Acolytes: They have a HUGE aggro range, keep that in mind. Their autoattack is absurdly easy to dodge if you just rapidly wiggle left and right. They do have a long immobilize that I haven’t quite nailed down, but it doesn’t seem to be used very often.
- Risen Corrupters: Like Acolytes, their autoattack (either the dirty Vapor Blades or a glob of dirty water) is easy to dodge by wiggling left and right. Make sure to dodge their breath attack, it applies a chill if I remember it correctly.
- Risen Nobles: These will shadowstep to you pretty much immediately upon aggro, keep that in mind if you are trying to run through while keeping your out-of-combat speed.
- Risen Farmers: These can knock you down quite often with their hammers (not really telegraphed). Keep well out of melee range, especially when there are other mobs trying to beat on you.
- Tar Elementals: The tar they throw at you will immobilize briefly (pulsing a few times), be sure to dodge it if you’re already on the run.

(Continued in a second post due to 5001 char limit)

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Posted by: Ganzicus.1426

Ganzicus.1426

(Continued)

Make sure your equipment is up to scratch:
- Don’t wear anything lower than level 80 greens.
- Try to get exotic main weapons (maybe rare secondaries) before venturing into Orr. The faster you can burn down mobs, the less damage they can do to you, and the gap in attack between rares and exotics is pretty big.
- If your class doesn’t have a lot of escapes, take advantage of consumables such as the Ash Legion Spy Kit. This one is particularly good for grabbing skill points, and pretty cheap (28 karma for 10s of stationary stealth – run to the skill point, pop a kit, and commune to your heart’s content).
- Gear to your build’s strengths. I had an extremely easy time on my Altruistic Healing + Hammer/Scepter+Torch + Boon/Protection Duration guardian thanks to the constant protection, healing, retaliation and high Toughness. I had a harder time on my glass cannon D/D elementalist, but was still generally OK as long as I could burn down the mobs before they respawned to keep me in combat.

Some class-specific examples from personal experience:
- Glyph of Elementals was very helpful for my D/D elementalist. The Earth Elemental was distracting and tanky enough to either let me heal up and finish burning down the mobs, or grab a skill point without taking any damage myself.
- Constant Vigor uptime is incredibly helpful. If your class has it, use it, and get whatever you need to keep it up (eg if you’re an elementalist or guardian, get it, and make sure you have at least 30-40% crit as well)
- Having a Hammer was very useful as a guardian – strong AOE capacity in addition to high uptime on the Protection boon saved my butt many times.
- Grenades or Bombs are great as an Engineer because you can attack enemies behind you while running forward. Easier with Bombs, while Grenades have the benefit of range. And in both cases you get a toolbelt skill with tremendous AOE potential.

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Posted by: lisamee.2408

lisamee.2408

You can often run in and get the “commune” skill point by running in, commune…then die

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Posted by: DaddyBoJangles.6012

DaddyBoJangles.6012

Thanks to a lot of the tips posted here, this is now my current progress. So Close

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Posted by: CrashTestAuto.9108

CrashTestAuto.9108

If I take a low level character into a high level zone, would I get more experience? Like, could I take a level 50 thief into Orr with some stealth kits and just power level?

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Posted by: Donari.5237

Donari.5237

I don’t know that it’s -more- as such but there are a ton of waypoints and pois in there. You’ll likely die a lot but also feel much more accomplished for doing it so low. You could also take a high level friend to watch your back and rez you at need, of course.

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

If I take a low level character into a high level zone, would I get more experience? Like, could I take a level 50 thief into Orr with some stealth kits and just power level?

No you don’t get massively more exp like other games if you go in too low, in fact if you’re too far behind you might not even get exp for events. All you’d be doing is making your escort work twice as hard to keep your kitten alive and you wouldn’t level any faster than doing something else in a lower zone. The only benefit would be you could get some completion done early.

http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…

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Posted by: Recycle.5493

Recycle.5493

If I take a low level character into a high level zone, would I get more experience? Like, could I take a level 50 thief into Orr with some stealth kits and just power level?

When you’re fighting mobs 7 levels above you, you’ usually get “glancing”, which is miss, out of most of your attacks. So let’s say you bring that level 50 thief to Orr, you won’t even make a scratch on those risens, thus no exp for you even if you stay in an event. Moreover, with a level different that huge, mobs can always one or two-shot you. The experience you get from gathering is depended on your character level, so gathering at a high level map won’t help at all.

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Posted by: Lankybrit.4598

Lankybrit.4598

Thanks to a lot of the tips posted here, this is now my current progress. So Close

Yeah, that’s great.

Unlike others who get to 99% and have a hard time figuring out what they missed, at least you know EXACTLY what you need to get to 100%.

Good luck.

Cheers.

My Life in Tyria: http://lankygw2blog.blogspot.com/
Updated every Monday

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Posted by: CrashTestAuto.9108

CrashTestAuto.9108

Thanks for the info. Shame, it would have been fun trying to stealth around

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Posted by: DaddyBoJangles.6012

DaddyBoJangles.6012

Finished it up, really the stealth kits got me through solo mode I did run the events to open up Arah with the mass amounts of people who were in Cursed Shore. Cursed Shore I saw lots of people but the other two not so much. Good luck to anyone who comes to this thread trying to solo ORR. The Stealth kits are a life saver. Now off to finish up the Personal Story

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Posted by: Ganzicus.1426

Ganzicus.1426

Congratulations!