nundu bay mission
TheV
i need help with this mission i keep dieing i've been trying to clear it for a couple of days now but when i get to the harbringer of nightfall i die
the_jos
Are you playing hench/hero or with people?
I've had more problems killing the last Harbinger with heroes/hench than with a the few PuGs I joined.
When you are hitting the harbinger, 2 additional groups will spawn and run into the fight.
Since the harbinger is not vulnerable for 5 seconds when you are the only human, that's a waste if the heroes/hench still attack at that moment.
I think there are two ways to succeed when you play solo:
- fight at the edge of the area and break aggro as soon as the two additional mobs spawn. Finish those first. You should be able to handle one group at the time. Use flags for this method.
- Get hablinger down to somewhat above 50% while preserving energy and heavy damage spells/attacks on heroes. The additional mobs will not spawn.
The moment you cast the second vial, unleash all heavy damage spells and damage on the hablinger, killing it in the ten seconds it's vulnerable.
Fight in the middle, that takes the longest for the mobs to reach you.
This also means running the least number of monks possible.
Or switch a hero monk to smiter
The easy way is to team up with at least one other human and decide who throws first (call when you cast).
Count to 10, the other throws. Repeat.
That way, the hablinger is vulnerable all the time.
I've had more problems killing the last Harbinger with heroes/hench than with a the few PuGs I joined.
When you are hitting the harbinger, 2 additional groups will spawn and run into the fight.
Since the harbinger is not vulnerable for 5 seconds when you are the only human, that's a waste if the heroes/hench still attack at that moment.
I think there are two ways to succeed when you play solo:
- fight at the edge of the area and break aggro as soon as the two additional mobs spawn. Finish those first. You should be able to handle one group at the time. Use flags for this method.
- Get hablinger down to somewhat above 50% while preserving energy and heavy damage spells/attacks on heroes. The additional mobs will not spawn.
The moment you cast the second vial, unleash all heavy damage spells and damage on the hablinger, killing it in the ten seconds it's vulnerable.
Fight in the middle, that takes the longest for the mobs to reach you.
This also means running the least number of monks possible.
Or switch a hero monk to smiter
The easy way is to team up with at least one other human and decide who throws first (call when you cast).
Count to 10, the other throws. Repeat.
That way, the hablinger is vulnerable all the time.
TheV
i tried both with players and with heroes and hench i lured the group away from the harbringer and killed those then i brought the harbringer to last bit of hp but then we all got killed because the dude who helped me thought we killed it and though we didn't need to do anything so he went afk and we got killed
englitdaudelin
if you're just going for mission (not bonus):
The area around the harbinger is a bit small and crowded.
First, move around and kill any of the margonite mobs that might pose an aggro problem. this is important, because you'll want to have an area to pull other mobs back to.
Then, move into that narrow valley leading straight to Harbinger.
FLAG heroes and hench to WAIT one full aggro bubble away from mob surrounding harbinger.
You, alone, go aggro just the mob. Just let your aggro bubble touch the edge of that mob.
Scoot back and RELEASE the flag on your heroes and hench. Kill away.
This should isolate the harbinger. There may be a spawn if you move in again...so consider flagging and pulling again...but you should be able to take him now.
Make sure you carry the "holy water" spell you can get from Elder Jonah in the beginning.
Cast it on him as he activates his skills--it's an interrupt and a damage-dealer.
You should have lightbringer's gaze in your skill bar, also. Zap him with that.
Bring any degens you can, on yourself or on heroes...burning, poison, bleeding, etc...
Hope this helps.
The area around the harbinger is a bit small and crowded.
First, move around and kill any of the margonite mobs that might pose an aggro problem. this is important, because you'll want to have an area to pull other mobs back to.
Then, move into that narrow valley leading straight to Harbinger.
FLAG heroes and hench to WAIT one full aggro bubble away from mob surrounding harbinger.
You, alone, go aggro just the mob. Just let your aggro bubble touch the edge of that mob.
Scoot back and RELEASE the flag on your heroes and hench. Kill away.
This should isolate the harbinger. There may be a spawn if you move in again...so consider flagging and pulling again...but you should be able to take him now.
Make sure you carry the "holy water" spell you can get from Elder Jonah in the beginning.
Cast it on him as he activates his skills--it's an interrupt and a damage-dealer.
You should have lightbringer's gaze in your skill bar, also. Zap him with that.
Bring any degens you can, on yourself or on heroes...burning, poison, bleeding, etc...
Hope this helps.
Laenavesse
I've never had any problems hero/henching this mission and mastering it o.o and i think the henchmen actually pick up the vial because i remember i was the only human player and they were doing damage on the harbinger and i hadn't used the vial yet. or it was just my imagination.
the back mobs don't spawn until you start hitting the harbinger, so try pulling the mob near the entrance of the cave and kill them before actually.
my heros are usually Dunk as heal, Zhed as Searing Flames and Olias with minions. Then I grab another hench monk and tank hench and cynn and maybe another monk hench just for the heck of it.
and yeah, flagging is important when pulling the stuff out
Edit:
And I've never used LB gaze, but i had the title on
the back mobs don't spawn until you start hitting the harbinger, so try pulling the mob near the entrance of the cave and kill them before actually.
my heros are usually Dunk as heal, Zhed as Searing Flames and Olias with minions. Then I grab another hench monk and tank hench and cynn and maybe another monk hench just for the heck of it.
and yeah, flagging is important when pulling the stuff out
Edit:
And I've never used LB gaze, but i had the title on
pumpkin pie
couple of questions:
How many Harbingers of Nightfall do one have to kill for the master rewards?
When is it safe to leave Jonah to kill the extra?
thanks
How many Harbingers of Nightfall do one have to kill for the master rewards?
When is it safe to leave Jonah to kill the extra?
thanks
bpphantom
Wiki is awesome That's the page I used to complete that mission. Unless you want Masters (in the first run), it's one of the easiest to do as long as you clear the Marg's first.
StormDragonZ
Quote:
Originally Posted by pumpkin pie
couple of questions:
How many Harbingers of Nightfall do one have to kill for the master rewards?
When is it safe to leave Jonah to kill the extra?
thanks 2 Harbingers when defending
2 Harbingers for Bonus/Masters (whatever)
Final Harbinger at end of mission
It's safe when you kill the Dervish boss after the 2nd Harbinger.
How many Harbingers of Nightfall do one have to kill for the master rewards?
When is it safe to leave Jonah to kill the extra?
thanks 2 Harbingers when defending
2 Harbingers for Bonus/Masters (whatever)
Final Harbinger at end of mission
It's safe when you kill the Dervish boss after the 2nd Harbinger.
greywolf31
One thing I did was to use Mesmer 2ndary, and Arcane Echo the Vial of Holy Water...
I wouldn't fire 'em both off right away... Fire one wait a few then fire the second off.
Don't know if it made a difference but it made sense.
Got through it no problem w/H&Hs.
Tho, the one time I failed was because of that old man gettin' in the line of fire of the harbringer... make sure he stays away, far away... lol
I wouldn't fire 'em both off right away... Fire one wait a few then fire the second off.
Don't know if it made a difference but it made sense.
Got through it no problem w/H&Hs.
Tho, the one time I failed was because of that old man gettin' in the line of fire of the harbringer... make sure he stays away, far away... lol
bpphantom
Quote:
Originally Posted by greywolf31
One thing I did was to use Mesmer 2ndary, and Arcane Echo the Vial of Holy Water...
I wouldn't fire 'em both off right away... Fire one wait a few then fire the second off. HAH! I hadn't even thought of that. Nice! There is about a 10-15 second recharge vs duration difference so the 2nd one pays off.
I wouldn't fire 'em both off right away... Fire one wait a few then fire the second off. HAH! I hadn't even thought of that. Nice! There is about a 10-15 second recharge vs duration difference so the 2nd one pays off.
NecroticChanter
Sabway and careful pulling is the way to win.
Marty Silverblade
Thread bumping anyone (2/3/07)?
Oh well, the Triple Necro's own this for H/H, even in HM.
Oh well, the Triple Necro's own this for H/H, even in HM.
isisaset
Quote:
Originally Posted by greywolf31
One thing I did was to use Mesmer 2ndary, and Arcane Echo the Vial of Holy Water...
I wouldn't fire 'em both off right away... Fire one wait a few then fire the second off. Works very well - another suggestion is having a ritualist set up union/shelter/displacement an "agg bubble or 2 back" from the action to help with initial damage. Also, since you can pull the Harb's companions into that mountain pass/tunnel thingy, for lack of coffee my vocabulary is not fully functional, and have a fire ele reign down on them.
I wouldn't fire 'em both off right away... Fire one wait a few then fire the second off. Works very well - another suggestion is having a ritualist set up union/shelter/displacement an "agg bubble or 2 back" from the action to help with initial damage. Also, since you can pull the Harb's companions into that mountain pass/tunnel thingy, for lack of coffee my vocabulary is not fully functional, and have a fire ele reign down on them.