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		<title>self&gt;Emily Malkieri: /* Enemies */ 25% is not the cap</title>
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		<updated>2026-09-29T16:59:04Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Enemies: &lt;/span&gt; 25% is not the cap&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;:''This strategy guide deals with the special challenges of [[hard mode]] [[PvE]]. For a more complete treatment of general PvE tactics, check the [[Guide to PvE]].''&lt;br /&gt;
&lt;br /&gt;
==Differences between hard mode and normal PvE==&lt;br /&gt;
In general, hard mode is simply more difficult than normal mode PvE; however, it is useful to know the [[Hard mode#Differences from normal mode|exact changes]] when planning the [[build]]s and strategies to be used. The changes are meant to make [[foe]]s harder to defeat, but they can also be exploited. For example, a 25%&amp;lt;!-- use standard HM IAS here--&amp;gt; faster [[attack speed]] means 33% more attacks in the same timeframe, increasing [[damage]] dealt to your party. At the same time, it also means a 33% damage increase from [[hex]]es such as [[Spiteful Spirit]] and [[Empathy]]. For more information about how to interpret increased attack speed, see [[attack speed]].&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{{main|Foe behavior}}&lt;br /&gt;
Your playstyle should revolve around the [[AI]]: counter its advantages and exploit its disadvantages.&lt;br /&gt;
&lt;br /&gt;
*The AI will [[kite]] away from your [[melee attack]]ers. Bring along [[Snare (tactic)|snares]] to counter this if you field melee attackers.&lt;br /&gt;
*Use the AI's fast response to AoE as a means of dispersing enemies (if needed) and do not use AoE if you want your enemies clustered.&lt;br /&gt;
**This means that if using [[Fire Storm]], for example, the enemy will back out. Use it to relieve a party member in trouble.&lt;br /&gt;
*The AI will not focus on one target. Bring skills which protect more than one target (e.g. [[Aegis]] or [[Ward Against Melee]]) or those which recharge faster.&lt;br /&gt;
*Interrupting with skills like [[Leech Signet]] can make a huge difference to survivability, as it is often easier to interrupt a powerful spell (like [[Savannah Heat]] or [[Deep Freeze]]) than heal the hundreds (or thousands) of points of damage it can do to your party; however, note that the fast casting time foes have in hard mode can make it harder for some professions like rangers to interrupt so prepare your builds accordingly.&lt;br /&gt;
&lt;br /&gt;
Due to their higher level, foes hit much harder. Skills that prevent extreme damage (e.g. [[Protective Spirit]]) or such that outright cancel damage ([[Shield of Absorption]] or [[Reversal of Fortune]]) are more useful compared to straightforward healing. This difference between preventative and palliative skill use is more obvious than it is in normal mode. At the same time, higher monster levels make all skills that benefit from having an enemy with higher health ([[Spoil Victor]]) more useful. Similar to PvP, [[Armor-ignoring damage]] are much more effective for taking down high armor targets like Rangers and Warriors compared to armor-respecting damage.&lt;br /&gt;
&lt;br /&gt;
The faster casting and attack speed leaves ample room for exploitation. Consider skills such as [[Empathy]], [[Spiteful Spirit]] or [[Backfire]] to take advantage of it. [[Reckless Haste]] loses some of its [[IAS]], as foes are already attacking faster.  You could also simply counter the faster attack speed problem with [[Shadow of Fear]], although this will reduce the effects of the above exploits.&lt;br /&gt;
&lt;br /&gt;
Enemy healers especially can cause many problems for ill-prepared teams especially when there is more than one in a [[mob]] as they have no problem in out-healing your own monks. [[Dazed]] (from [[Broad Head Arrow]] and other sources) and other interrupts can put a stop to their healing.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
{{see|Tactics (gameplay)}}&lt;br /&gt;
Tactics mostly stay the same compared to normal mode, but &amp;quot;good&amp;quot; tactical behavior is much more important. Having a good [[pull]]er, a clear frontline-backline structure and party members who know when to run can, at times, be ignored in normal mode, but are essential now. Remember all-time favorite [[PvE]] strategies like killing healers first or using pets and minions to block enemies away from the backline and, of course, following target calls. &lt;br /&gt;
&lt;br /&gt;
It should also be noted that using the surrounding environment has become even more critical. Weak members of your team should try to hide around corners or behind bumps in the terrain in order to take cover from very powerful foes such as [[ranged attack]]ers, allowing melee attackers to deal with them. While this tactic is not always necessary, it can often be the difference between success and failure.&lt;br /&gt;
&lt;br /&gt;
For a more complete treatment of tactics, check the [[Guide_to_PvE#Tactics|PvE Tactics]].&lt;br /&gt;
&lt;br /&gt;
===Team build===&lt;br /&gt;
{{see|Team roles}}&lt;br /&gt;
As a rule of thumb, only the most efficient PvE builds will do for hard mode. Many sub-optimal builds are still able to complete the normal mode missions; however, hard mode is less forgiving. Also, while using one general-purpose build for all areas might do for normal mode, in hard mode it becomes much more important to adapt your build to the special situation at hand. Check beforehand on the type of enemies you will be facing (melee or casters? hex- or condition overload?) and alter your build accordingly.&lt;br /&gt;
&lt;br /&gt;
Since foes have much higher [[health]] in hard mode, your party will need to deal much more damage to them. Since you might need more [[heal]]ing and [[interrupt]]s as well, only the very best builds in terms of damage output should be used. Similarly, to counter the higher damage dealt to you, your healing from whatever source will need to be much more effective. Also, the higher attribute levels and faster casting/attacking that enemies possess make damage prevention more important. Interrupts and all kinds of [[melee counter]] skills will become very useful.&lt;br /&gt;
&lt;br /&gt;
==Vanquishing==&lt;br /&gt;
{{main|Vanquisher}}&lt;br /&gt;
&lt;br /&gt;
===Death penalty===&lt;br /&gt;
{{main|Death penalty}}&lt;br /&gt;
Fighting in explorable areas in hard mode is mostly the same as in normal mode, with one essential difference to remember: the party will be [[teleport]]ed back to the last visited outpost if the party [[wipe]]s when all party members have 60% [[Death Penalty]] (DP). This makes strong defensive play more rewarding in hard mode. There are several ways to avoid accumulating DP: have the same person designated to run (and res) in case of partial wipes or make use of [[Death Penalty#Death Penalty removal|DP-reducing items]]. Another successful method for removing DP is to take advantage of experience bonuses such as experience-boosting [[scroll]]s, [[blessing]]s or [[bounty|bounties]]. If you are struggling against a [[mob]] due to high DP go elsewhere in the zone and clear easier mobs until you have recovered and then return to the harder mob. For this reason it is advisable to leave easier mobs until nearer the end if possible to keep this option open. When properly handled, [[popup]] mobs may also be employed for the same purpose. Experienced parties may choose to leave the sections on a map that contain popups as a last resource to clear death penalty when vanquishing.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
{{see|Boss}}&lt;br /&gt;
When trying to vanquish an area, it is also useful to know the bosses it contains and their location. Bosses are important because they recharge your [[Resurrection Signet]]s when killed. Typically, the healers in your party will carry hard resurrects. If you have used up all your signets, each time they die the party loses the bulk of its defense and will eventually be wiped, resurrecting at the nearest shrine and accumulating death penalty. This is particularly true when party size is limited to four, since your group will most probably contain a single healer.&lt;br /&gt;
&lt;br /&gt;
Managing bosses becomes then a significant strategy for vanquishing. When possible, groups will typically clear the path to a boss but leave it alone to be killed only when a recharge of resurrection signets is needed. In areas that do not contain bosses, parties may also choose to bring hard resurrects instead of signets.&lt;br /&gt;
&lt;br /&gt;
Also, unlike most foes in Hard Mode, bosses have the same skills as they would in Normal Mode.  This makes them very valuable when vanquishing areas where elites are rare or not present in Normal Mode.&lt;br /&gt;
&lt;br /&gt;
===Increasing party size===&lt;br /&gt;
{{see|Vanquisher#Larger party sizes}}&lt;br /&gt;
Many areas have a party cap of 4 or 6 instead of 8. Using a method known as caravan vanquishing, vanquishing some of these areas can be made much easier. Here parties travel from 8 capped areas without stopping at outposts until they reach their destination (often vanquishing along the way).&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
{{see|Mission}}&lt;br /&gt;
Hard mode missions have the same enhanced enemy AI and higher monster level as explorable regions, so all of the above advice applies for missions too. Friendly [[NPC]]s are set to level 20. For most missions, the basic mission goal and bonus stays the same; however, for most timed missions, such as the [[List of Factions missions and primary quests|ones in Factions]], the time is extended. Each [[:Category:Missions|mission article]] has specific notes on how to beat that mission in hard mode.&lt;br /&gt;
&lt;br /&gt;
{{featured article}}&lt;br /&gt;
[[Category:Campaign Walkthrough guides|Hard]]&lt;/div&gt;</summary>
		<author><name>self&gt;Emily Malkieri</name></author>
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