Vanquisher title tips.
Kook~NBK~
I thought it would be a good resource for information on how many enemies were in each area for the vanquisher title. The little scale on the bottom of the icon is nice, but I'm one who likes exact numbers
If anyone has any tips or tricks for getting this title, please share them here!
Also, monster counts for completion would be nice to know for prospective vanquishers.
1. I used a back & forth path for clearing out the area, keeping my trails fairly close together, using my spin-map & U-map to be sure I covered everything.
2. Using a path that takes you from the outer edges to the middle in a circular pattern is a great way to work on cartographer title while working on this one.
3. It appears that pop-ups will not count if they are not aggroed. But once aggroed, they must be killed to get the title.
4. Active quests will also affect spawn numbers in hard mode.
5. Some patrols cover a wide area, so be sure to take them out as you find them. (I noticed this in the Cliffs of Dohjok.)
6. Controlling your DP is very important! Don't save the tough mobs for last. If you take them on and get 15 - 30 DP, you can go take out some of the weaker mobs to reduce your DP. This is especially important when you're DP gets in the 45+ range.
7. When you've got favor, take advantage of the shrines! It will cost you some gold, but those blessings can make things easier and may save you from a wipe that will send you back to town from a failed effort.
8. If your with a group of people, and you can't seem to find that last group, spread the entire party out over the map searching. Once one of your party members finds the mob, you can all meet up and take care of business. NOTE: Be careful when searching on your own like this, you stay on previously covered ground. You don't want to get surprised by something hiding in the dirt.
Here's a list of all of the explorable areas required for achieving this title with the lowest and highest #'s of AI reported to be needed for vanquishing that area:
1. Plains of Jarin: 189 - 218
2. Cliffs of Dohjok: 114 - 201
3. Zehlon reach: 227 - 262
4. Fahranur, The First City: 196 - 216
5. Lahtenda bog: 372 - 430
6. Isnur Isles: 337 - 351
7. Mehtani Keys: 210 - 273
8. Sunward Marches: 289 - 315
9. Turai's Procession: 163 - 207
10. Marga Coast: 254 - 300
11. Arkjok Ward: 316 - 362
12. Gandara, Moon Fortress: 65 - 123
13. Dejarin Estate: 239 - 257
14: Barbarous Shore: 185
15. Jahai Bluffs: 281 - 292
16. Floodplain of Mahnkelon: 217 - 245
17. Bahdok Cavern: 288 - 294
18. Yatendi Canyon: 193
19. Vehtendi Valley: 254
20. Resplendent Makuun: 158 - 167
21. Forum Highlands: 291 - 331
22. Vehjin Mines: 143 - 188
23. The Mirror Of Lyss: 159 - 170
24. Garden of Seborhin: 231 - 254
25. Wilderness of Bahdza: 170 - 171
26. Holdings of Chokin: 218 - 248
27. Hidden City of Ahdashim: 211 - 233
28. Sulferous Wastes: 243 - 362
29. Joko's Domain: 414 - 438
30. The Shattered Ravines: 285 - 305
31. Poisoned Outcrops: 189
32. The Ruptured Heart: 238 - 241
33. The Alkali Pan: 288 - 307
34: Crystal Overlook: 193 - 201
Thanks everyone for your input!
If anyone has any tips or tricks for getting this title, please share them here!
Also, monster counts for completion would be nice to know for prospective vanquishers.
1. I used a back & forth path for clearing out the area, keeping my trails fairly close together, using my spin-map & U-map to be sure I covered everything.
2. Using a path that takes you from the outer edges to the middle in a circular pattern is a great way to work on cartographer title while working on this one.
3. It appears that pop-ups will not count if they are not aggroed. But once aggroed, they must be killed to get the title.
4. Active quests will also affect spawn numbers in hard mode.
5. Some patrols cover a wide area, so be sure to take them out as you find them. (I noticed this in the Cliffs of Dohjok.)
6. Controlling your DP is very important! Don't save the tough mobs for last. If you take them on and get 15 - 30 DP, you can go take out some of the weaker mobs to reduce your DP. This is especially important when you're DP gets in the 45+ range.
7. When you've got favor, take advantage of the shrines! It will cost you some gold, but those blessings can make things easier and may save you from a wipe that will send you back to town from a failed effort.
8. If your with a group of people, and you can't seem to find that last group, spread the entire party out over the map searching. Once one of your party members finds the mob, you can all meet up and take care of business. NOTE: Be careful when searching on your own like this, you stay on previously covered ground. You don't want to get surprised by something hiding in the dirt.
Here's a list of all of the explorable areas required for achieving this title with the lowest and highest #'s of AI reported to be needed for vanquishing that area:
1. Plains of Jarin: 189 - 218
2. Cliffs of Dohjok: 114 - 201
3. Zehlon reach: 227 - 262
4. Fahranur, The First City: 196 - 216
5. Lahtenda bog: 372 - 430
6. Isnur Isles: 337 - 351
7. Mehtani Keys: 210 - 273
8. Sunward Marches: 289 - 315
9. Turai's Procession: 163 - 207
10. Marga Coast: 254 - 300
11. Arkjok Ward: 316 - 362
12. Gandara, Moon Fortress: 65 - 123
13. Dejarin Estate: 239 - 257
14: Barbarous Shore: 185
15. Jahai Bluffs: 281 - 292
16. Floodplain of Mahnkelon: 217 - 245
17. Bahdok Cavern: 288 - 294
18. Yatendi Canyon: 193
19. Vehtendi Valley: 254
20. Resplendent Makuun: 158 - 167
21. Forum Highlands: 291 - 331
22. Vehjin Mines: 143 - 188
23. The Mirror Of Lyss: 159 - 170
24. Garden of Seborhin: 231 - 254
25. Wilderness of Bahdza: 170 - 171
26. Holdings of Chokin: 218 - 248
27. Hidden City of Ahdashim: 211 - 233
28. Sulferous Wastes: 243 - 362
29. Joko's Domain: 414 - 438
30. The Shattered Ravines: 285 - 305
31. Poisoned Outcrops: 189
32. The Ruptured Heart: 238 - 241
33. The Alkali Pan: 288 - 307
34: Crystal Overlook: 193 - 201
Thanks everyone for your input!
MYSTERYouse
Source: http://gw.gamewikis.org/wiki/Vanquisher
Number of Foes in Each Area
Tyria
* Old Ascalon - 219 Foes
* Witman's Folly - 108 Foes
* Regent Valley - 165 Foes
* Scoundrel's Rise - 68 Foes
* North Kryta Province - 212 foes
* Traveler's Vale - 168 Foes
Cantha
* Sunqua Vale - 140 Foes
* Shadow's Passage - 8-14 Foes
* Ferndale - 322 Foes
Elona
* Plains of Jarin - 211 Foes
* Resplendent Makuun - 158 Foes
* The Sulfurous Wastes - 297 Foes NOTE: There were more than 297 foes, we killed easily 325 and got credit at 297.
Number of Foes in Each Area
Tyria
* Old Ascalon - 219 Foes
* Witman's Folly - 108 Foes
* Regent Valley - 165 Foes
* Scoundrel's Rise - 68 Foes
* North Kryta Province - 212 foes
* Traveler's Vale - 168 Foes
Cantha
* Sunqua Vale - 140 Foes
* Shadow's Passage - 8-14 Foes
* Ferndale - 322 Foes
Elona
* Plains of Jarin - 211 Foes
* Resplendent Makuun - 158 Foes
* The Sulfurous Wastes - 297 Foes NOTE: There were more than 297 foes, we killed easily 325 and got credit at 297.
Juicey Shake
I spiral, clear the edges, work inward...
biggest tip: kill everything that appears red. gogo.
biggest tip: kill everything that appears red. gogo.
legendel
and i think it will be a nice way to help me remember which area's ive cleared for mapping
Fourex
I had 210 at Plains of Jarin.
RazorEdge
342 in Issnur Isles. Ended up with 344, killed two flamingos. :P
unienaule
Seems everyone gets different numbers, there appear to be some monsters that count for the total but are not required to kill to "win".
sevendash
Quote:
Originally Posted by Fourex
I had 210 at Plains of Jarin.
A guildie and myself got it at 204, so 210 sounds right.
Wilhelm
Holdins of Choklin was 218 for me....with a nasty ele boss thrown in.
Prize_check_asker
212 at Plains of Jarin
Picture
Picture
Nilator
For the question about the desolation one.
Things that pop up don't count toward what's needed, but do count when you kill them?
Things that pop up don't count toward what's needed, but do count when you kill them?
Hex Nexus
126 for Sunqua Vale
vdz
Quote:
Originally Posted by Nilator
For the question about the desolation one.
Things that pop up don't count toward what's needed, but do count when you kill them? Yup it does add at it to your total amount of creeps killed in the area
Things that pop up don't count toward what's needed, but do count when you kill them? Yup it does add at it to your total amount of creeps killed in the area
kumarshah
Plains of Jarin 207.
El Presidente
Arkjok Ward: 330
Evilsod
Zhelon i had 248.
Goast
I killed 204 in Plains of Jarin
ozbrat
200 in Plains of Jarin
DRUETSR
185 In Barbarous Shore, that includes a few pop ups.
Draak Calinca
for me..
Plains of Jarin: 202
Sulfurous Wastes: 310
Plains of Jarin: 202
Sulfurous Wastes: 310
Feathermoore Rep
The reason people are getting different numbers is because there are many spawns that have a range of enemies. So there will always be some different between numbers. Throw in pop-ups, which only count when they have been triggered, and animals, peoples numbers can different up to and over 10+/- in kill totals.
Envious
Old Ascalon: 260
tortugan
Plains of Jarin: 202
Mark Nevermiss
A-net know their players only too well it seems.
BlueNovember
There's already a numbers list forming on wiki. If wiki-proficient people would add their findings there, it would be very much appreciated.
http://gw.gamewikis.org/wiki/Vanquisher
It would also remove some of the burden from the OP; no longer the sole person maintaining the list.
http://gw.gamewikis.org/wiki/Vanquisher
It would also remove some of the burden from the OP; no longer the sole person maintaining the list.
Thargor
Although you don't "have" to kill tamable animals to vanquish an area it does add to the number killed. Since it adds to the number killed it also adds to the XP and gold you get at the end so I kill them all.
SnipiousMax
It's nice that Wiki has their list, but it's still nice to compile one for the forums!
MSecorsky
Another tip (which almost everyone knows, but in case someone doesn't...)
Take what the gods will give you. Kneel at the shrines and watch the class specific attribute ones. Lyssa will give you a +1 to your mesmer... even if you're not a mesmer. Result? You will have a Fast Casting of 1. Not a necro, but take +1 necro? You get a 1 in Soul Reaping. You can get +3 energy from Energy Storage... Any of the attributes that have an intrinsic plus will work for you whether or not you are of that class.
Shrines = Good! Always take enough cash with you.
Take what the gods will give you. Kneel at the shrines and watch the class specific attribute ones. Lyssa will give you a +1 to your mesmer... even if you're not a mesmer. Result? You will have a Fast Casting of 1. Not a necro, but take +1 necro? You get a 1 in Soul Reaping. You can get +3 energy from Energy Storage... Any of the attributes that have an intrinsic plus will work for you whether or not you are of that class.
Shrines = Good! Always take enough cash with you.
Nigel Tufnel
I have another tip for some of the more difficult ones in elona.
Poisoned outcrops:
Yeah, if you leave from the outpost adjacent to it, you get to finish your run at the sandstorm boss. He doesnt like you, i promise. Instead, do a quick fight your way and enter from the other zone. Then, go and look for what support creatures spawn around him. Just rezone until its 3 mesa and the boss. It would be a shame to fight the whole way and get greated by 3 crags and the ss boss. Also, test your build just to the west of the outpost. Your success in the zone will be measured quickly at that location.
Hidden City:
Just go slow, nothing like have 2 ruby djinni pop up on your group and whipe you in 3 seconds. Extinguish comes in handy. Rest is up to preference. Its not overall difficult, its just long killing 100+ djinni.
Raisu Explorable:
Do not take hero or hench monks. Diversion and arquane lanquor await and no ai can cope with those very well. It goes swell with a monk that understands the impact of those two skills.
Tufnels Bane:
These are the one things that just frustrate me to no end. Channeling rit bosses with spirit rift. It does 500 damage and ends your party. Be sure to keep moving. There are a few of these bosses and they are not difficult, but if they catch you off guard, its 60dp in no time. The one in vabbi is near allied npc, so its no bother...just aggro and bring him to the guards above (sorry i cant remember names....you'll know what im talking about when you see it). The other one is at a dead end along a river in kourna (east central..zone to left of barb shore) ...... 3 x glyph sac ms? Thats what i did.
One other very important thing to note: Use your terrain to your advantage!! Flag and manipulate aggro and hero/hench to your balling up the foes. It doesnt just make the run faster, it makes it easier. These are long hauls...a couple mistakes and it will take for ever or cost a fortune in cc/clovers.
Poisoned outcrops:
Yeah, if you leave from the outpost adjacent to it, you get to finish your run at the sandstorm boss. He doesnt like you, i promise. Instead, do a quick fight your way and enter from the other zone. Then, go and look for what support creatures spawn around him. Just rezone until its 3 mesa and the boss. It would be a shame to fight the whole way and get greated by 3 crags and the ss boss. Also, test your build just to the west of the outpost. Your success in the zone will be measured quickly at that location.
Hidden City:
Just go slow, nothing like have 2 ruby djinni pop up on your group and whipe you in 3 seconds. Extinguish comes in handy. Rest is up to preference. Its not overall difficult, its just long killing 100+ djinni.
Raisu Explorable:
Do not take hero or hench monks. Diversion and arquane lanquor await and no ai can cope with those very well. It goes swell with a monk that understands the impact of those two skills.
Tufnels Bane:
These are the one things that just frustrate me to no end. Channeling rit bosses with spirit rift. It does 500 damage and ends your party. Be sure to keep moving. There are a few of these bosses and they are not difficult, but if they catch you off guard, its 60dp in no time. The one in vabbi is near allied npc, so its no bother...just aggro and bring him to the guards above (sorry i cant remember names....you'll know what im talking about when you see it). The other one is at a dead end along a river in kourna (east central..zone to left of barb shore) ...... 3 x glyph sac ms? Thats what i did.
One other very important thing to note: Use your terrain to your advantage!! Flag and manipulate aggro and hero/hench to your balling up the foes. It doesnt just make the run faster, it makes it easier. These are long hauls...a couple mistakes and it will take for ever or cost a fortune in cc/clovers.
Karlos
I just finished vanquishing all of Elona and I feel very happy.
Here are some of my suggestions:
a) Know the area you are vanquishing. If you've never set foot in the Poisoned Outcrops before, might wanna take a regular tour first. Get to know who the difficult bosses are. Think about how you plan to take them out.
b) Do all the quests in the area before hand or (for the majority of you who care little about quests) drop any quest you have that takes place in that area before going in. Quests usually, though not always, mean more mobs.
c) For the more difficult areas (Hidden City, Poisoned Outcrops, Vehtendi Valley, ...) It's better to go in an organized group than with heroes and henchies. A simple setup of a tank who goes in to gather aggro then AoE damage dealers (Necros, Eles, Barragers, ...) works like a charm in all the game. The only requirements are 1) The tank is setup to "tank" and does not have 6 different attack skills on his bar and 2) that others let him go in first and not chase him too closely or cast on him as he goes in.
d) Minion master heroes (With Jagged Bones) are generally very good, even in hard mode in creating a safety buffer with minions and adding damage. Consider bringing one always unless the area is not conducive to good MMing (like Hidden City, no corpses).
e) Searing Flames eles are generally a good combination, but you ned at least 2. They also have a very hard time taking down high armor foes, like Kournan warrios buffed with "Watch Yourself" and "Stand Your Ground"
f) On the flip side, SS necros (especially human ones) are extremely valiable in Hard mode as everything attacks and uses skills more frequently.
g) Physical damage dealers (warrios, rangers, paragons) can deal massive amounts of damage in a hurry and can overwhlem henchie healers quick. Bring skills to metigate those attacks (like Aegis, Displacement, Shield of Deflection) will greatly improve your monks' performance.
h) Be patient and observe patrols and aggro patterns.
Here are some of my suggestions:
a) Know the area you are vanquishing. If you've never set foot in the Poisoned Outcrops before, might wanna take a regular tour first. Get to know who the difficult bosses are. Think about how you plan to take them out.
b) Do all the quests in the area before hand or (for the majority of you who care little about quests) drop any quest you have that takes place in that area before going in. Quests usually, though not always, mean more mobs.
c) For the more difficult areas (Hidden City, Poisoned Outcrops, Vehtendi Valley, ...) It's better to go in an organized group than with heroes and henchies. A simple setup of a tank who goes in to gather aggro then AoE damage dealers (Necros, Eles, Barragers, ...) works like a charm in all the game. The only requirements are 1) The tank is setup to "tank" and does not have 6 different attack skills on his bar and 2) that others let him go in first and not chase him too closely or cast on him as he goes in.
d) Minion master heroes (With Jagged Bones) are generally very good, even in hard mode in creating a safety buffer with minions and adding damage. Consider bringing one always unless the area is not conducive to good MMing (like Hidden City, no corpses).
e) Searing Flames eles are generally a good combination, but you ned at least 2. They also have a very hard time taking down high armor foes, like Kournan warrios buffed with "Watch Yourself" and "Stand Your Ground"
f) On the flip side, SS necros (especially human ones) are extremely valiable in Hard mode as everything attacks and uses skills more frequently.
g) Physical damage dealers (warrios, rangers, paragons) can deal massive amounts of damage in a hurry and can overwhlem henchie healers quick. Bring skills to metigate those attacks (like Aegis, Displacement, Shield of Deflection) will greatly improve your monks' performance.
h) Be patient and observe patrols and aggro patterns.
Dragonious
I have a little tip given to me that at least helped me beat Dejarin Estate. This is mainly for people who do not have a huge or any supply of DP removers. Take a hero with no res on his bar and when you are close to being DP'ed out, have him sit at the res shrine. When all 7 people besides that hero die, you will still res since he doesn't have a res on his bar and won't get DP'd out.