Dunes of Despair Bonus
Livingston
Any suggestions on a valid way of hench/heroing the Bonus to Dunes of Despair?
My primary is a warrior.
I have Heroes of the following classes:
Warrior (Koss)
Monk (Dun)
Dervish (Melonni)
Ranger (Jin)
Monk (Tahlkora)
Assassin (Zenmai)
Necromancer (Olias)
I had no problem doing this back in the day, but since the AI update I have no idea how to do this.
I can usually take out all of the snakes with about 5 mins to spare. I then flag either Tal or Dunkoro near the Ghost to make sure he doesn't die from the siege wurms.
The problem is once I go over the South Bridge and engage the first general, he runs like mad all over the place spawning dozens of scarabs. If I ignore them and try to take out the general, they wipe my party, if I try to take them out first I run out of time...
Olias is pretty useless here as an MM, as the siege wurms make quick work of his minions so he becomes impotent.
I've read Guildwiki, but I haven't had any luck with any of the strategies they suggest.
Does anyone know if the Necrotic Traversal trick still works. I'd rather not use it, but I will if I have to.
Also before anyone suggests bringing other people, I want to do this alone, otherwise I'd already have it done with a bonder.
Any suggestions?
Livingston
My primary is a warrior.
I have Heroes of the following classes:
Warrior (Koss)
Monk (Dun)
Dervish (Melonni)
Ranger (Jin)
Monk (Tahlkora)
Assassin (Zenmai)
Necromancer (Olias)
I had no problem doing this back in the day, but since the AI update I have no idea how to do this.
I can usually take out all of the snakes with about 5 mins to spare. I then flag either Tal or Dunkoro near the Ghost to make sure he doesn't die from the siege wurms.
The problem is once I go over the South Bridge and engage the first general, he runs like mad all over the place spawning dozens of scarabs. If I ignore them and try to take out the general, they wipe my party, if I try to take them out first I run out of time...
Olias is pretty useless here as an MM, as the siege wurms make quick work of his minions so he becomes impotent.
I've read Guildwiki, but I haven't had any luck with any of the strategies they suggest.
Does anyone know if the Necrotic Traversal trick still works. I'd rather not use it, but I will if I have to.
Also before anyone suggests bringing other people, I want to do this alone, otherwise I'd already have it done with a bonder.
Any suggestions?
Livingston
Pick Me
Necroctic Transversal still works, but you may or may not need it.
Untested theory:
Get an Assassin (primary or 2ndary) with a teleport to enemy skill. Equip other henchies with teleport to ally skill (recall, return, etc.)
Don't bring ghost to the main area, just let him stand by bridge.
Go to the bonus bridge and have your assassin (or you) to kill scarab. Get your henchies (you must force them to do this) to teleport to you. I think this should work (I think you still have line-of sight).
Your party (save 1, who will remain on the other side of the bridge) will be able to kill the bosses. Teleport back with target ally and complete misison.
That would be my guess, but I haven't tested it out yet. Killing your allies with vampiric weapons may not be a good idea.
Untested theory:
Get an Assassin (primary or 2ndary) with a teleport to enemy skill. Equip other henchies with teleport to ally skill (recall, return, etc.)
Don't bring ghost to the main area, just let him stand by bridge.
Go to the bonus bridge and have your assassin (or you) to kill scarab. Get your henchies (you must force them to do this) to teleport to you. I think this should work (I think you still have line-of sight).
Your party (save 1, who will remain on the other side of the bridge) will be able to kill the bosses. Teleport back with target ally and complete misison.
That would be my guess, but I haven't tested it out yet. Killing your allies with vampiric weapons may not be a good idea.
mm00re
like the previous posted said leave the ghost back across the bridge and just take your heroes to the back, doing so this way prevents you from having to worry about the countdown timer. Hopefully you will be able to aggro a scarab if it spawns close enough to the back wall, you may need to crawl along the wall until you are able to cast or hit it with a bow.
have necrotic travers or consume corpse on you or your hero along with rebirth.
the trickiest part is getting your hench's to draw aggro and die, it might be easier to gather a party of friends/etc.. or find a group that is trying for the bonus only.
be sure to have a vamp wep on you and you can slowly equip each of your heroes and let them die and rebirth them by controlling your monk or nec/monk hero and rebirth across the wall.
have necrotic travers or consume corpse on you or your hero along with rebirth.
the trickiest part is getting your hench's to draw aggro and die, it might be easier to gather a party of friends/etc.. or find a group that is trying for the bonus only.
be sure to have a vamp wep on you and you can slowly equip each of your heroes and let them die and rebirth them by controlling your monk or nec/monk hero and rebirth across the wall.
winterxl
Quote:
If you don't do it, you'll have time/ghost related issues.
Dougal Kronik
You can just have another player Monk the Ghost. As long as the party of 5 can go and kill all 3 bosses, the monk can keep the ghost alive and well for the 10 minutes.
RoadKill97
This is bloody easy with heroes and right timing. There is absolutely no need to try any tricky and unreliable stuff like Necrotic Traversal / Consume Corpse.
Use whatever team build you want, balanced works fine for example. No need to flag heroes nor leave any of them to defend the Ghost while you're killing the generals. One monk is enough, and condition removal is something you want, so take a hero to do monking.
1. Defend against the first wave. Kill enemies when they enter the fortress. The two last enemies in this wave are Enchanted Bows which appear at the southern gate.
2. Now you have plenty of time to kill the first general and all enemies around him. Kill scarabs first if there are any.
3. Return to defend against the second wave. Wurms should appear now (if I remember correctly) but just ignore them. Again, kill enemies when they enter the fortress. The last group has a boss in it.
4. After killing the boss and others, go south to finish the bonus. Kill the two remaining generals and their henchmen. Congrats, you have now done the bonus and there should be still at least two and half minutes left. Return to defend the Ghost if you want to do mission too. (Killing the generals will trigger more enemies to attack.)
Use whatever team build you want, balanced works fine for example. No need to flag heroes nor leave any of them to defend the Ghost while you're killing the generals. One monk is enough, and condition removal is something you want, so take a hero to do monking.
1. Defend against the first wave. Kill enemies when they enter the fortress. The two last enemies in this wave are Enchanted Bows which appear at the southern gate.
2. Now you have plenty of time to kill the first general and all enemies around him. Kill scarabs first if there are any.
3. Return to defend against the second wave. Wurms should appear now (if I remember correctly) but just ignore them. Again, kill enemies when they enter the fortress. The last group has a boss in it.
4. After killing the boss and others, go south to finish the bonus. Kill the two remaining generals and their henchmen. Congrats, you have now done the bonus and there should be still at least two and half minutes left. Return to defend the Ghost if you want to do mission too. (Killing the generals will trigger more enemies to attack.)
RoadKill97
Quote:
Originally Posted by Divineshadows
Anyone have any tips on how to get that small corner?
You can walk through the bridge.
Also, you can flag henchmen with the "All" flag. Use it first, and then the hero flags if you want to place them to different spots.
One more thing. Your Koss should have +1 to Axe or to whatever attribute. I mean, you DID put one of those runes into the headgear, right?
Also, you can flag henchmen with the "All" flag. Use it first, and then the hero flags if you want to place them to different spots.
One more thing. Your Koss should have +1 to Axe or to whatever attribute. I mean, you DID put one of those runes into the headgear, right?
Livingston
Quote:
Originally Posted by mm00re
Quote: Originally Posted by Livingston Also before anyone suggests bringing other people, I want to do this alone, otherwise I'd already have it done with a bonder. Do people just skim through the OP and not read everything or what? I don't get it...
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