Nahpui Bonus
Lady Lozza
Arrrgh, Nahpui is the only mission I don't have Master's on, and can't seem to get. How on earth can it be done?
moko
start left at the monk, go to the turtle, then the dragon, and phoenix last. thats probably the easiest combination.
i suggest NOT taking pugs because they REALLY like to enter a RANDOM teleporter and then aggro without their team, resulting in a REZ REZ REZ REZ lol
if so, please take your time talking with them >_<
besides that..there isnt really a tactic. ;\ kill asap and dont ever run back or go brb..
i suggest NOT taking pugs because they REALLY like to enter a RANDOM teleporter and then aggro without their team, resulting in a REZ REZ REZ REZ lol
if so, please take your time talking with them >_<
besides that..there isnt really a tactic. ;\ kill asap and dont ever run back or go brb..
MercenaryKnight
In my opinion I go to all the way to the right zone first, then work back towards the monk last. I think it goes like um ele dragon, turtle, whatever, monk last. I like going that way because it lets you fight the harder ones with less mobs around then you can practically just all focus fire on the monk at the end and kill it without killing the mobs around it.
Dragou Du Porzan
I too was having difficulty with getting masters on Naphui, but I was able to do it with a group last evening.
First off, I'll agree with Mokone about not going with PUGs: it rarely works. This is one of the more challening missions to get masters on, and most PUGs don't have the coordination to get it done. The group I was with consisted of myself, a friend, and 6 guildmates (not our guild).
We took the left path, and I'd say that's the way to go. The monk boss (and the celestials he spawns after his death) only have smiting skills, making them easy targets. Since every boss you kill spawns lesser versions of itself the rest of the way, you're best bet is to start with the easiest boss (in this case the monk) so that you'll face the least difficulty advancing.
The only other bit of advice I can give you is this: as one mob is getting ready to go down, a tank, a monk, and maybe one more should be moving towards the next mob. Keep the chain moving as fast as possible, but do be sure not to overextend yourself. Do this more at the beginning and less at the end when mobs are bigger (thanks to all the celestial spawns).
First off, I'll agree with Mokone about not going with PUGs: it rarely works. This is one of the more challening missions to get masters on, and most PUGs don't have the coordination to get it done. The group I was with consisted of myself, a friend, and 6 guildmates (not our guild).
We took the left path, and I'd say that's the way to go. The monk boss (and the celestials he spawns after his death) only have smiting skills, making them easy targets. Since every boss you kill spawns lesser versions of itself the rest of the way, you're best bet is to start with the easiest boss (in this case the monk) so that you'll face the least difficulty advancing.
The only other bit of advice I can give you is this: as one mob is getting ready to go down, a tank, a monk, and maybe one more should be moving towards the next mob. Keep the chain moving as fast as possible, but do be sure not to overextend yourself. Do this more at the beginning and less at the end when mobs are bigger (thanks to all the celestial spawns).
abacusnx
Funny I went with a PUG, although it was a group that wanted to do Masters, so everyone had the same goal. We did have one snag and that being a bit slow since we barely got got Masters by a few seconds. And make sure people don't stop around opening chests.
Shadowfox1125
The group I got Masters with for both my Necro and Warrior started with the Kirin -> Turtle -> Dragon -> Phoenix. So start a Masters group and go through the left most portal.
Worked for me.
Worked for me.
Cherno
Quote:
Originally Posted by MercenaryKnight
In my opinion I go to all the way to the right zone first, then work back towards the monk last. I think it goes like um ele dragon, turtle, whatever, monk last. I like going that way because it lets you fight the harder ones with less mobs around then you can practically just all focus fire on the monk at the end and kill it without killing the mobs around it.
The reason I don't like going to the mes first (far right) is that the mini spawns that you will have to face throughout the rest of the mission will be mesmers, then eles, then necros. That's a lot of degen and elemental spiking that you can save yourself. As said, the monk (kirin) is a smiter, and not much a threat to have in each set.
Check the page on guildwiki for the mission, so far the best way I have found to do it.
Start at far left, and you just have to keep moving. When you kill the monk, move on to necro (turtle) then to the ele (dragon). When you beat the dragon, take the path directly north. It seems longer but less and easier enemies. When you get to the last boss (Hai Jii, the Phoenix) just go after him directly, don't worry about the other mobs. when he dies, mission is over.
Taking the northern "shortcut" can cut off 3-4 minutes from your time. I have done it with henchies and had 7 minutes to spare for masters.
Check the page on guildwiki for the mission, so far the best way I have found to do it.
Start at far left, and you just have to keep moving. When you kill the monk, move on to necro (turtle) then to the ele (dragon). When you beat the dragon, take the path directly north. It seems longer but less and easier enemies. When you get to the last boss (Hai Jii, the Phoenix) just go after him directly, don't worry about the other mobs. when he dies, mission is over.
Taking the northern "shortcut" can cut off 3-4 minutes from your time. I have done it with henchies and had 7 minutes to spare for masters.
Cherno
If you decide to go with a PUG you might also want to remind everyone about bringing keys. Too many times, time has been lost or the party wiped when a gold chest opens then you hear people start saying "can someone sell me a key?" When doing masters, time is of the essence.
Nexus Icon
Another really simple time-saving tip is that when you're facing the last boss, don't bother taking out the mobs surrounding it, just focus on killing it, because as soon as the last boss dies, it's mission end.
I know it sounds stupid, but this can save vital seconds.
The times I've got the master's on this we've been doing it as a guild resulting in a lovely "Blitzkrieg", steamroller kind of play where we've just hammered our way through everything, not stopping for anything. It's fantastic when this happens, and I hope you get to experience this at some point.
I know it sounds stupid, but this can save vital seconds.
The times I've got the master's on this we've been doing it as a guild resulting in a lovely "Blitzkrieg", steamroller kind of play where we've just hammered our way through everything, not stopping for anything. It's fantastic when this happens, and I hope you get to experience this at some point.
TheEdgeMc
if you dont kill any of the bosses it is far easier!
Its not very necro friendly but it works well
Kill all the Star BLades etc and dont kill any of the bosses run by them that way you dont have to fight all the essences and the stars at the same time.
Its not very necro friendly but it works well
Kill all the Star BLades etc and dont kill any of the bosses run by them that way you dont have to fight all the essences and the stars at the same time.
frickaline
Whenever I go for masters on Nahpui, I make sure to bring the greatly underestimated illusion mesmer with me. Ineptitude and clumsiness quickly defeat the blades and sentinels plus inspired and revealed hex will provide the added firepower of phantasm and cripling anguish. Phantom pain works well on the monk boss or alternatively images of remorse with an interrupt. I always go right to left (phoenix first) since it is the fastest (fighting healers the whole way is definitely the slow way, so dont take the monk first) and with the 2 hex control skills on the mesmer plus any on the monks, the birds arent any sort of issue. Just bring an interrupt ranger for the turtles and you wont have any problems.
Hengis
When I did this with both my Ranger and my Necro, I made the party stating clearly that we only wanted people who had already completed the mission, that we were going for the Master's Reward, and I then invited people on the understanding that there was to be no chest opening, and no stopping to pick up money and drops unless the drop was a gold drop!
It is a hard mission to get the Master's on, but it is not impossible by any means.
It is a hard mission to get the Master's on, but it is not impossible by any means.
Lord Zado
I did it easily with my monk and ele this weekend. Once with an alliance group and another with an alliance/PUG group. We went Pheonix-Dragon-Turtle-Kirin. After reading through the posts, I guess going the monk route first would be a little easier. Truthfully, I think this mission is quite easy whichever way you go. I've henched it now with 9 different characters without dying once. Getting masters with human players seemed trivial. I just don't understand where the difficulty lies.
Sir Mad
Very true for the Me henchie. I tried yesterday with my ranger and 7 henchies. The Me was just brilliant. Unfortunately, I was just 2 mins late for masters. I'l try again - it's definitely henchable. Indeed starting with the smiter boss seem to be the way to go. The wells created by the turtles (2nd boss + spawns) are really annoying when you have a highly energy based build, but you can deal with that.
I also checked guildwiki about this mission. Check the path highlighted, especially to reach the last boss: it seems to be easier, and that's probably where I could have saved the few minuts lacking to get a master reward last time if I had read this before:
http://guild.gamewikis.org/wiki/Nahpui_Quarter
EDIT - Killing the bosses after having cleared the whole path is probably an horrible idea for masters. That's the easiest way to complete the mission, but it takes time, really.
Yeah, I didn't pick up gold and drops either. I just picked a purple shield - that had a bonus in... blood magic! Never seen that before.
I also checked guildwiki about this mission. Check the path highlighted, especially to reach the last boss: it seems to be easier, and that's probably where I could have saved the few minuts lacking to get a master reward last time if I had read this before:
http://guild.gamewikis.org/wiki/Nahpui_Quarter
EDIT - Killing the bosses after having cleared the whole path is probably an horrible idea for masters. That's the easiest way to complete the mission, but it takes time, really.
Yeah, I didn't pick up gold and drops either. I just picked a purple shield - that had a bonus in... blood magic! Never seen that before.
SnipiousMax
^ Secret to Master's on this mission is two monks that don't have to stop for energy regen. Then its just a matter of steamrolling everything.
remmeh
1 warrior (w/ wild blow)
1 healing monk
1 ritual lord
1 echo spiteful spirit
1 minion master
3 fire ele, barrager, straight up damage, what have you
will steamroll this mission.
it's simply a matter of talking to your team before you enter the mission
and asking specifically for certain people in area chat rather than "LFM 5/8" works wonders too.
1 healing monk
1 ritual lord
1 echo spiteful spirit
1 minion master
3 fire ele, barrager, straight up damage, what have you
will steamroll this mission.
it's simply a matter of talking to your team before you enter the mission
Estic
1 good MM kan make this into a master reward.
Did it on my own, with a SS guildie and with a ele guildie. All three times I/we got the bonus.
N/R
Two superior runes (Death Magic and Soul reaping)
Dm 16
SR 11
Healing 10
Bone Fiend
Vampiric Horror (not necessary since you have monk henchie but I just ued my standard build)
Blood of the Master
Heal Area
Flesh Golem
Three free slots, take what you want. Once you get going you dont need to use anything else.
Key is to control your minions tightly. Don't let them fight it out with every group, if you dont need to fight them, dont aggro them or let them come close to you minions this costs time (specifically if you go Mes -> Ele -> Nec -> Monk, if you go up the ramp towards the Necro turtle dont aggro the group on your left, waste of time). You can easily pick up gold or whatever while the minions are doing their job. If you go as a sole MM dont forget to order the henchies around otherwise they'll just stand there
.
Last but nog least, take only one monk hench, the minions will soak up so much damage you dont need both (and they used to be casting exactly the same spell on exactly the same target at exactly the same time which is a waste of energy and a waste of a damage slot).
Good luck.
Did it on my own, with a SS guildie and with a ele guildie. All three times I/we got the bonus.
N/R
Two superior runes (Death Magic and Soul reaping)
Dm 16
SR 11
Healing 10
Bone Fiend
Vampiric Horror (not necessary since you have monk henchie but I just ued my standard build)
Blood of the Master
Heal Area
Flesh Golem
Three free slots, take what you want. Once you get going you dont need to use anything else.
Key is to control your minions tightly. Don't let them fight it out with every group, if you dont need to fight them, dont aggro them or let them come close to you minions this costs time (specifically if you go Mes -> Ele -> Nec -> Monk, if you go up the ramp towards the Necro turtle dont aggro the group on your left, waste of time). You can easily pick up gold or whatever while the minions are doing their job. If you go as a sole MM dont forget to order the henchies around otherwise they'll just stand there

Last but nog least, take only one monk hench, the minions will soak up so much damage you dont need both (and they used to be casting exactly the same spell on exactly the same target at exactly the same time which is a waste of energy and a waste of a damage slot).
Good luck.
Senator Tom
You can complete this mission in half the time if you have a team of four go to the right and a team of four go to the left. Each team takes out the two bosses on their side
capitalist
Quote:
Originally Posted by Senator Tom
You can complete this mission in half the time if you have a team of four go to the right and a team of four go to the left. Each team takes out the two bosses on their side
QFT
Or use the build we run:
2 x Hammer Warriors with Frenzy
2 x Monks
2 x Smiters
2 x Whatever you want.
The key to the build is Frenzy... things tend to die when you use it.
Or use the build we run:
2 x Hammer Warriors with Frenzy
2 x Monks
2 x Smiters
2 x Whatever you want.
The key to the build is Frenzy... things tend to die when you use it.
Munanko Roha
Quote:
Originally Posted by Senator Tom
You can complete this mission in half the time if you have a team of four go to the right and a team of four go to the left. Each team takes out the two bosses on their side
Every warp point is very close to a boss, it should be possible to split in 4 groups of high damage war/prot-smite monk to kill the bosses at the same time.
Parson Brown
^ I've been dying to try that. Anyone ever do it?
(Obviously, this would only help you if you are a monk or warrior!)
(Obviously, this would only help you if you are a monk or warrior!)
thedarkmarine
Just finished at 23:51 with henchies.
2 Healers
Earth Mage
Cynn Mage
2 Assassins
1 Silverwing
Me (Ranger, had seeking arrows)
2 Healers
Earth Mage
Cynn Mage
2 Assassins
1 Silverwing
Me (Ranger, had seeking arrows)
The Bonefish
Quote:
Originally Posted by Parson Brown
^ I've been dying to try that. Anyone ever do it?
(Obviously, this would only help you if you are a monk or warrior!) I'm guessing this is the way Anet intended the mission to be done..4 teleports, four bosses, kill them at once you don't have all the essences to worrry about.
(Obviously, this would only help you if you are a monk or warrior!) I'm guessing this is the way Anet intended the mission to be done..4 teleports, four bosses, kill them at once you don't have all the essences to worrry about.
Gonzo
Start at teleporter to the far left this way you deal with the degen and air spike's as the last two bosses. The Kirin is a smiting monk.
Munanko Roha
Think so.
The Tengu are soloable using a war, adding a monk it should be possible to rely on him for healing and concentrate on defence.
Maybe an Assassin could be an even better choice this time.
The Tengu are soloable using a war, adding a monk it should be possible to rely on him for healing and concentrate on defence.
Maybe an Assassin could be an even better choice this time.
Cherno
Quote:
Originally Posted by frickaline
I always go right to left (phoenix first) since it is the fastest (fighting healers the whole way is definitely the slow way, so dont take the monk first) and with the 2 hex control skills on the mesmer plus any on the monks,
Except that the monk in this level are not healers they are smiters and use I think only one healing spell and that is rare. I prefer to the phoenix last because I don't want to force my monks to have to deal with degen and hex removal and deal with spiking dmg at the same time. The dragons can do some serious spike dmg. If you start from the right, which I am not saying it is impossible, just don't think it is the best way, you start with degen, then elemental spiking after the dragon, then compound that with the necro curses.
Much easier to control the other way around, start at the far left with the monk.
Much easier to control the other way around, start at the far left with the monk.
Indian
i got masters with Right side, i prefer right side cause if you kill the monk boss (left) first, its gonna appear all way long, it is much easier if you go, mesmer>to>monk
and yes, 1 warrior is enough and it is do'able with 1 monk, also it is easier if you get 2 healer henchies, and rest all damage, i got masters with 3 henchies.
and yes, 1 warrior is enough and it is do'able with 1 monk, also it is easier if you get 2 healer henchies, and rest all damage, i got masters with 3 henchies.
yhm
The massive 3 level city structure is annoying. My ranger just solo run the mission couple of times before i hench it and got master.
And yes, start at kirin is a good idea.
The worst problem i face when trying to get master with a PUG, "Master" group and 3-4 members running around looking for chest.
And yes, start at kirin is a good idea.
The worst problem i face when trying to get master with a PUG, "Master" group and 3-4 members running around looking for chest.

Cherno
Quote:
Originally Posted by Indian
i got masters with Right side, i prefer right side cause if you kill the monk boss (left) first, its gonna appear all way long, it is much easier if you go, mesmer>to>monk
What's the problem with the monk spawns showing up all the way through? They are smiters and not even very good ones at that. They are less of a problem then the blades in that level. But to each his own. There is no one way to do it.
What's the problem with the monk spawns showing up all the way through? They are smiters and not even very good ones at that. They are less of a problem then the blades in that level. But to each his own. There is no one way to do it.
some guy
Yeah,
start from the turtle, and look for masters groups in the mission waiting area, i almost got masters on it, 1 minute short
start from the turtle, and look for masters groups in the mission waiting area, i almost got masters on it, 1 minute short

SisterMercy
Okay, I'm going to differ with most of the people here.
After having done all of Prophecies and 1/3 of Cantha on my Necro, Nahpui was the toughest mission to get Masters on, by far. You basically have to steamroll forward at all times, maybe uncomfortably so for those of you who like to be careful and co-ordinated. I also managed Masters on my Monk, who was Lvl18 and sole monk with a reckless team that just wouldn't stop for nothing (plus, we had 2 assassins that I was almost solely dedicated to keeping alive), so this is probably one of those times that being absolutely nuts is an asset. That team also had an excellent MM and interrupt Ranger, though. But make sure that everyone knows the route, or follows well. There's no margin of error, time-wise. One stop to rez or regen energy will just about finish off your chances at beating the clock.
Contrary to earlier recommendations, I say it's far better to start with the phoenix (far right orb entrance) first, then dragon, then turtle, then monk. Killing each of these bosses spawns celestials which all have the same skills. You do not want the monk and turtle bosses early on. My lvl18 Monk was easily enough to handle any degen and hexes, and our interrupt Ranger effectively kept much of the Ele spiking off our team going phoenix>dragon>turtle>monk.
A good team should have one (or two) who can contain aggro (usually warriors), a good interrupt ranger or anti-caster Mesmer (a big part of steamrolling this mission is keeping damage off your team), a competent MM, an echo SS who knows to throw SS on all the targets possible (rather than repeating it on the same ones), one healer and one support spirits or prot monk, and the rest all damage dealers. If one or both of the Necros have Ritual or BiP to feed the monks and eles (here, you definitely need to feed the eles), it's a definite plus.
You get a lot of mileage out of SS here, and MM helps a lot. But both are absolutely useless if you start the monk route, then turtle. This is because all the monk spawn will have spammable hex removal (bye-bye SS), and all the turtle spawn will use up all the corpses for Well of Weariness, which they can cast quicker.
Finally, on the last battle, focus fire on the boss. You do not need to finish off the other mobs in the area -- the clock stops when the final boss goes down.
After having done all of Prophecies and 1/3 of Cantha on my Necro, Nahpui was the toughest mission to get Masters on, by far. You basically have to steamroll forward at all times, maybe uncomfortably so for those of you who like to be careful and co-ordinated. I also managed Masters on my Monk, who was Lvl18 and sole monk with a reckless team that just wouldn't stop for nothing (plus, we had 2 assassins that I was almost solely dedicated to keeping alive), so this is probably one of those times that being absolutely nuts is an asset. That team also had an excellent MM and interrupt Ranger, though. But make sure that everyone knows the route, or follows well. There's no margin of error, time-wise. One stop to rez or regen energy will just about finish off your chances at beating the clock.
Contrary to earlier recommendations, I say it's far better to start with the phoenix (far right orb entrance) first, then dragon, then turtle, then monk. Killing each of these bosses spawns celestials which all have the same skills. You do not want the monk and turtle bosses early on. My lvl18 Monk was easily enough to handle any degen and hexes, and our interrupt Ranger effectively kept much of the Ele spiking off our team going phoenix>dragon>turtle>monk.
A good team should have one (or two) who can contain aggro (usually warriors), a good interrupt ranger or anti-caster Mesmer (a big part of steamrolling this mission is keeping damage off your team), a competent MM, an echo SS who knows to throw SS on all the targets possible (rather than repeating it on the same ones), one healer and one support spirits or prot monk, and the rest all damage dealers. If one or both of the Necros have Ritual or BiP to feed the monks and eles (here, you definitely need to feed the eles), it's a definite plus.
You get a lot of mileage out of SS here, and MM helps a lot. But both are absolutely useless if you start the monk route, then turtle. This is because all the monk spawn will have spammable hex removal (bye-bye SS), and all the turtle spawn will use up all the corpses for Well of Weariness, which they can cast quicker.
Finally, on the last battle, focus fire on the boss. You do not need to finish off the other mobs in the area -- the clock stops when the final boss goes down.
moko
2 Healers
2 Wars (one was using frenzy and got spiked BADLY when we reached the dragon, he or she didnt tell us monks so none had protective spirit..sigh)
1 MM
1 SS
1 Barrager
1 Nuker
Kirin > Turtle > Dragon > Phoenix
finished at 21:xx
it went very nice, the necros were awesome, the wars actually did a very good job at keeping aggro (except the poor frenzy war :P), the nuker nuked the hell out of them, and..yeah. nothing to add.
killed turtle essences before so the MM wont lose corpses (YES! the team FOLLOWED CALLS! lol) and uh yeah, eventually the MM had no minions left when we reached the Phoenix but everyone went for him ignoring the group around him and he was dead faster than i could look.
this was easy as hell. even had a few deaths but..meh, the team was just nice.
2 Wars (one was using frenzy and got spiked BADLY when we reached the dragon, he or she didnt tell us monks so none had protective spirit..sigh)
1 MM
1 SS
1 Barrager
1 Nuker
Kirin > Turtle > Dragon > Phoenix
finished at 21:xx
it went very nice, the necros were awesome, the wars actually did a very good job at keeping aggro (except the poor frenzy war :P), the nuker nuked the hell out of them, and..yeah. nothing to add.
killed turtle essences before so the MM wont lose corpses (YES! the team FOLLOWED CALLS! lol) and uh yeah, eventually the MM had no minions left when we reached the Phoenix but everyone went for him ignoring the group around him and he was dead faster than i could look.
this was easy as hell. even had a few deaths but..meh, the team was just nice.
Cherno
Quote:
Originally Posted by SisterMercy
You do not want the monk and turtle bosses early on. I still don't know why people say they don't want the monk early on. Can you tell us your reasons? I would rather deal with a weak smiter and an easily interrupted turtle early on then getting hexed and ele spiked throught the mission.
pork soldier
4 warriors, 2 emo (fire/heal party), 2 monks
you should be done in ~18:00-21:00, kill the turtle boss last imo - gaze of contempt > enchantments.
you should be done in ~18:00-21:00, kill the turtle boss last imo - gaze of contempt > enchantments.
SisterMercy
Quote:
Originally Posted by Cherno
Quote:
... the monk spawn will have spammable hex removal (bye-bye SS), and all the turtle spawn will use up all the corpses for Well of Weariness, which they can cast quicker
Be nice to your Necros. ![]() Seriously, I did this with a few parties as an Echo SS, where they insisted on taking out the monk first. Even echoing it, the magic celestial ponies kept stripping it as fast as I'd cast it. There's two of them with each spawn, and each of them can spam hex removal twice in a row (observe it for yourself if you don't believe me). Cherno
Ah, I see now. Yep that would be a problem for an SS. Our MM didn't have a problem with the necro stealing corpses and we didn't have an SS. So in that case yeah, monk is bad for you.
Kai Nui
I did it easily, 4 55-monks with 4 SS-necros and soloed each of the bosses similtaneously in only 3:32 minutes.
frickaline
Quote:
Originally Posted by Cherno
I still don't know why people say they don't want the monk early on. Can you tell us your reasons? I would rather deal with a weak smiter and an easily interrupted turtle early on then getting hexed and ele spiked throught the mission.
The Kirin also uses Reversal of Fortune as well as the earlier mentioned reverse hex. He's prot and smite. He will heal the things you fight. Bring good hex control, fight the monk last, and you will do just fine.
Swinging Fists
Quote:
Originally Posted by TheEdgeMc
if you dont kill any of the bosses it is far easier!
Its not very necro friendly but it works well Kill all the Star BLades etc and dont kill any of the bosses run by them that way you dont have to fight all the essences and the stars at the same time. This is a thread about getting the Master's at Nahpui Quarter. Your method, while possibly "easier", will never get done within the Master's time. |