D'allesio Seaboard

OS T

Desert Nomad

Join Date: May 2006

Mo/E

I have tried this mission many times.we have been close to save dorion..but each time we fail.does anyone know what team build we should use..pleases explain it in details...

-.-

-.-

Banned

Join Date: Oct 2006

More information about your situation would be better....like Normal or Hard Mode and if you're with humans or henchies/heroes.

Drewfense

Drewfense

Krytan Explorer

Join Date: Apr 2006

Team Quitter [QQ]

Mo/Me

I beat it pretty easily in hard mode...1 monk, 2 SF eles, 1 BHA, 1 MM, 1 Charge warrior. If you just run past the groups you can catch Dorian before he really gets attacked...but you will find yourself surrounded by 4-5 mobs which can hurt >< The two easiest options are just quickly killing the groups up to him and you should get there when he is about 20% health. If you have hench monks and don't trust them healing Dorian, just go /mo and bring Infuse to get him up to full. If you have 2 monks and one is human, just send the human monk ahead to heal Dorian while the rest of your group kills the mobs.

Ratsneve

Academy Page

Join Date: Jan 2007

W/Mo

Quote:
Originally Posted by -.-
More information about your situation would be better....like Normal or Hard Mode and if you're with humans or henchies/heroes. Have I missed something about GW here? What is this Normal or Hard Mode option? I'd like to think I've been playing GW in Hard mode and would LOVE to discover Normal if not an Easy mode--seriously.

OS T

Desert Nomad

Join Date: May 2006

Mo/E

ofc ist hm..u think I would have had trouble doing on normal mode..that so easy as to take hench and heroes..

BHA??
whats that

and why only 1 monk should I go woh infuse or zb infuse?

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Quote:
Originally Posted by tyxa
ofc ist hm..u think I would have had trouble doing on normal mode..that so easy as to take hench and heroes..

BHA??
whats that

and why only 1 monk should I go woh infuse or zb infuse? Hard Mode is available once you beat Prophecies, then it is available to you for Prophecies only. I'm guessing if you beat Factions, you can get Factions hard mode, but I've never gone back there to check.

BHA - Broad Head Arrow Ranger.

Get a bonder (non-hero/henchie). A smite monk maybe (if you can get more than 2 monks).

Light Of Deliverance may be something too, but then again he may not be part of your "party".

Prot Monks do well too.

daky

daky

Lion's Arch Merchant

Join Date: Mar 2006

R/

What I did was take my hero monk and gave him healing seed and sprint. (also did this to save the chosen in divinity coast.)

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

If you don't clean up the corpses... all i can say really is your boned. First few attempts, the onslaught of Warlocks was just too much, end up with 10+ Minions surrounding me. So on the trip i suceeded on i just went Barrage/Heart of the Holy Flame and brought an MM. Cleared it with ease.

Lord Natural

Lord Natural

Wilds Pathfinder

Join Date: Jul 2005

Canada

Black Crescent [BC]

W/

I reached a new level of GW rage yesterday trying this mission. Failed my first 5 attempts at least. I was assuming that a hero MM would get beaten to corpses by the warlocks, so I was trying it without one. But as it turns out a MM is key (or at least corpse control). I bit the bullet and popped a sup death and bloodstained insig on a hero just for this mission (sad I know). Anyway, after the first few waves at Dorian you'll get a group of 2 warlocks and a monk from each side. If the corpses aren't under control at this point, it's all over. In seconds you'll be surrounded by 10 minions with death nova.

If you're trying this one with heroes & hench and also having problems, here's what got me past it:

After you save the village, proceed up the bonus route and clear that out. When you get to the gate, don't bother picking up the offering yet. You can't drop it, and if you're playing monk (as I was) it's just a pain not being able to weapon swap. So open the gate and you'll see either a group of 4 nibblers or a group of 4 & 3. Either way your best bet is to simply follow them without engaging, let them kill the guard, and simply heal dorian once he has agro of all 7 nibblers. You can try to kill the nibblers before you go to heal Dorian, but sometimes this will take too long and Dorian will die before you can reach him. Once you reach dorian, as tempting as the mending circle is (lol), I found it a little easier to hang back on the stairs and let dorian draw agro of incoming waves first. This way you're not all balled up for the sorcerers EQ/AS spike which will come in the second wave. If you can get past the waves of sorcerers and nibblers, you should be fine if you have a MM or corpse control. The next difficult part would have been the warlock wave, but without corpses, they're not a threat. Once Dorian is safe, you can go get the bonus pot, deliver it, and finish the mission. The rest is easy.

Here's the build I used:

- Monk (me)
- SS Curses Hero w/GoLE & Ward Against Melee
- MM Hero
- SF Ele Hero w/Aegis
(Orion)
(Thom)

If you're having problems monking it alone, here's the bar I used (though others will work I'm sure):

Aegis, Divine Spirit, RoF, ZB, Guardian, Dismiss, PS, GoLE

Looks high on energy at first glance, but using aegis with glpyh just as you engage gives a nice head start on damage reduction, especially if you chain it with a hero. I've found Divine Spirit to rock PvE's face, as you can hit it when you expect high pressure and give yourself a huge boost in spreading PS and 5e spam. Didn't bother with hex removal for this mission. Not a ton of hex pressure, and what you can remove is reapplied almost immediately.

If things look bleak, don't be afraid to swap to a high energy set while defending dorian. If you hit Divine Spirit and get lucky with glyph and ZB you can sometimes bring yourself back from the brink. Given that a lot of the damage while defending dorian will be spread around, chances are that if you die rather than use whatever energy resources you have, your party will wipe (although if death is unavoidable, switch back to a low set :P).

Anyway, hope that helps somebody who was in the same boat as I was. This one can be a real nightmare to hero/hench if you're not careful.

gameshoes3003

gameshoes3003

Forge Runner

Join Date: Feb 2006

If this is on normal mode, I'd get a human player monk to go immediately heal Dorian.
Also, there should be a white mantle knight fight some dudes outside of Dorian's place, either ignore that fight and run past, or split you party in half.
If you're whole party gets to Dorian's aid quickly, the enemies generally do ignore him, but not all the time. But if you're whole parties there, you should be fine.
It's kind of funny because I've seen Dorian and the white mantle knight by him hold up and actually killed all of the guys there.

Lord Natural

Lord Natural

Wilds Pathfinder

Join Date: Jul 2005

Canada

Black Crescent [BC]

W/

I think everyone's talking about HM here. Normal is quite easy with any build.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

What the hell is everyones obsession with SF eles... specially running them alone.

Lord Natural

Lord Natural

Wilds Pathfinder

Join Date: Jul 2005

Canada

Black Crescent [BC]

W/

Quote:
Originally Posted by Evilsod
What the hell is everyones obsession with SF eles... specially running them alone. What other fire elite would you recommend? SF is quick, powerful, AoE, and doesn't cause scattering. Just with the opening SF+GG combo alone you're looking at 119+54+119 w/burning, no scattering and reasonable energy return. I don't know of a better way to accomplish the same goal and maintain the reserves to defend Dorian for 5+ minutes of constant attack. Add Mark of Rodgort to the bar and Orion becomes more effective as well.

The alternatives:

Double Dragon - Too slow a recharge + causes scattering. So does SS and Orion's firestorm, but overloading on scattering skills doesn't help your cause.

Mind Blast - Decent skill, nice for maintaining pressure, but isn't great for quick damage. Also, in hard mode there's no telling what energy reserves the monsters will have, which could mean unpredictable energy return.

Mind Burn - Causes exhaustion. Not suitable for maintaining pressure over an extended period. I take Orion, who uses it, but that's really only because the other henchie options suck even more. Just because he sucks less doesn't mean he doesn't suck.

Savannah Heat - Probably the most overrated skill in all of Guild Wars. Pitiful damage for the first few seconds, by which anything hit by it will have run out of its range anyway. Can be used in conjunction with a water ele (as seen in certain scrub HA builds), but even then it's still a bad skill.

Star Burst - Not terrible, but I wouldn't trust it on a hero. Even then it pales in comparison to SF. Also, for the purposes of this mission you want your casters maintaining space from the frontline if possible.

So what's left? Dual attune spam I suppose, but many of the non-elite fire skills are damage over time and will cause unneeded scattering. Besides, if you use glyph, normal attune and GG, energy shouldn't be hitting rock bottom too often.

Milennin

Milennin

Jungle Guide

Join Date: Sep 2006

Europe

W/

It's actually pretty easy, did it with a friend and four Heroes yesterday. He was Dervish, me as Warrior (no tank, but damage dealer), three Monks (1 Protector, 1 Healer, 1 Smiter) and I think the other Hero was an Elementalist with some Searing Flames build (how original =O).

To save Dorian; when you open the gate, near Melandru's Offering, just run quickly toward the four Ghouls and kill them, then run to Dorian (using "Charge!" helps =P). From that point it should be easy, with the Dervish dealing holy damage, one of the Monks casting Judge's Insight on the other damage dealers for Holy Damage + 20% Damage Penetration and the other Monk casting Smiting spells.=D