Missions: why do I suck so much? Is it bad luck?
tanhauser
So I've been a loyal GW fan ever since it was released, I've played it for hundreds of hours leveling several different characters, played all campaigns and yet... I haven't been able to finish ANY of the campaigns.
Here's the gist of it:
1. Prophecies: Made it all the way to Thunderhead Keep. Tried it a couple of times solo and it didn't work. Tried it a couple more times with a group and we wiped both cases. Finally tried about 5 more times solo before I gave up entierly. Enter Factions campaign...
2. Factions: Made it all the way to Unwaking Waters. Same story, tried solo a couple of times (well solo on my side) and wiped. Tried with a group a few times, we would make it into the temple but wiped. Tried a few more times solo before giving up again. Enter Nightfall.
3.Nightfall: Made it to Grand Court of Sebelkeh (yes, I can't pass that stupid mission) and the same story applies.
Now, before you all say it, yes... I _DO_ prefer to solo all missions, since I like the freedom that it provides, but as you can probably guess there are missions where you simply have to group, so I am not against grouping.
My point with all of this is that, while I do appreciate the fact that ANET wants to provide a challenging experience for us all, I also wish they would think of sucky players like myself and offer an "easy" mode (the opposite of the "Hard" mode which is now available), so that we can get a chance to finish the campaigns as well.
I realize such a request may seem stupid, and I would tend to agree were this a normal MMO game. However, given that access to end-game areas in _each_ campaign is tied to finishing missions, it seems unfair to punish below-average players who get stuck.
Meh... I don't think anything will change but I just had to vent. I am thinking the same thing will happen to me with the EN expansion.
F
Here's the gist of it:
1. Prophecies: Made it all the way to Thunderhead Keep. Tried it a couple of times solo and it didn't work. Tried it a couple more times with a group and we wiped both cases. Finally tried about 5 more times solo before I gave up entierly. Enter Factions campaign...
2. Factions: Made it all the way to Unwaking Waters. Same story, tried solo a couple of times (well solo on my side) and wiped. Tried with a group a few times, we would make it into the temple but wiped. Tried a few more times solo before giving up again. Enter Nightfall.
3.Nightfall: Made it to Grand Court of Sebelkeh (yes, I can't pass that stupid mission) and the same story applies.
Now, before you all say it, yes... I _DO_ prefer to solo all missions, since I like the freedom that it provides, but as you can probably guess there are missions where you simply have to group, so I am not against grouping.
My point with all of this is that, while I do appreciate the fact that ANET wants to provide a challenging experience for us all, I also wish they would think of sucky players like myself and offer an "easy" mode (the opposite of the "Hard" mode which is now available), so that we can get a chance to finish the campaigns as well.
I realize such a request may seem stupid, and I would tend to agree were this a normal MMO game. However, given that access to end-game areas in _each_ campaign is tied to finishing missions, it seems unfair to punish below-average players who get stuck.
Meh... I don't think anything will change but I just had to vent. I am thinking the same thing will happen to me with the EN expansion.
F
electrofish
Quote:
Originally Posted by tanhauser
I realize such a request may seem stupid, and I would tend to agree were this a normal MMO game. However, given that access to end-game areas in _each_ campaign is tied to finishing missions, it seems unfair to punish below-average players who get stuck.
So you want to play in the end game area such as FoW, UW, Urgoz, Deep and DoA or even Sorrow's Furnace, but you're finding it difficult to complete the missions to get there...
let me just ask how you expect to survive in those areas when you can't even complete the easier ones?
and about the easy mode, do you really want Anet to make an easy mode so that you can complete all missions without any skill on your skill bar? That wouldn't be Guild Wars anymore, that'd be as boring as MU online (what I previously played) where you just walk to a monster kill it easily because of your level and move on to another one and repeat.
I have completed all 3 campaigns in both Hard and Normal mode with mostly hench and heroes, and I know lots of others that did it this way too so it's definately doable, if one way doesn't work why not consult others for strategy and try the other?
let me just ask how you expect to survive in those areas when you can't even complete the easier ones?
and about the easy mode, do you really want Anet to make an easy mode so that you can complete all missions without any skill on your skill bar? That wouldn't be Guild Wars anymore, that'd be as boring as MU online (what I previously played) where you just walk to a monster kill it easily because of your level and move on to another one and repeat.
I have completed all 3 campaigns in both Hard and Normal mode with mostly hench and heroes, and I know lots of others that did it this way too so it's definately doable, if one way doesn't work why not consult others for strategy and try the other?
Sentience
Game is already too easy, take crappy skills off of your bar and you'll do much better.
Enko
when you say solo do you really mean solo as by yourself or with henchies/heroes?
what type of character do you have?
what type of character do you have?
VorianVader
Good outline by sau970982 on the missions. Just a few points more:
THK: If you stay near the king with your entire group, its very very easy to survive till the end of the mission as all enemies coming converge on one point i.e. onto the king where there is a wall of bodies waiting to meet them. Besides the eles and bosses dont do as much damage in prophecies as they do in factions/nightfall so no harm in clustering up.
Unwaking waters: Just did masters on my ele a few days ago. Its much easier with all hero/hench teams. Take one hero BHA ranger with interrupts (Thats really needed). The other two heroes I took were an SF ele and a Jagged Bones MM (for body blocking afflicted). As sau said, dont fight afflicted and the dragon together plus take out the corrupted eggs asap if you fail to interrupt the spell (too much degen...will kill you fast).
Grand court: I took tahlkora as prot monk with ZB. Olias as JB MM and a random third hero. Fight in the center till waves of enemies stop coverging on center. By this time, Olias would have 10 minions up. Now you can choose one of two alternatives based on your playing style i.e.
1) Flag olias and Tahlkora in the center and they will be able to hold it without any problems while you close rifts OR
2) Take your entire team and close rifts one at a time. Let the blasphemy start capturing the altar and only turn back when the bar is around 75% of the way. You will be able to take back altar in plenty of time after closing a rift. I do it this way generally and never have problems making masters on this.
For heroes, I suggest that you put them all on guard mode so that they attack your called targets or what you attack. Flagging them properly also solves a lot of problems.
By the way, there is not a single mission for which you need to group in factions/nightfall (Even for masters). Got my ele her protector of cantha/elona title within a week using only heroes/henches throughout. Getting her started on the tyrian one (Had to group on my other chars before heroes for the title especially for dunes of despair....lets see now).
THK: If you stay near the king with your entire group, its very very easy to survive till the end of the mission as all enemies coming converge on one point i.e. onto the king where there is a wall of bodies waiting to meet them. Besides the eles and bosses dont do as much damage in prophecies as they do in factions/nightfall so no harm in clustering up.
Unwaking waters: Just did masters on my ele a few days ago. Its much easier with all hero/hench teams. Take one hero BHA ranger with interrupts (Thats really needed). The other two heroes I took were an SF ele and a Jagged Bones MM (for body blocking afflicted). As sau said, dont fight afflicted and the dragon together plus take out the corrupted eggs asap if you fail to interrupt the spell (too much degen...will kill you fast).
Grand court: I took tahlkora as prot monk with ZB. Olias as JB MM and a random third hero. Fight in the center till waves of enemies stop coverging on center. By this time, Olias would have 10 minions up. Now you can choose one of two alternatives based on your playing style i.e.
1) Flag olias and Tahlkora in the center and they will be able to hold it without any problems while you close rifts OR
2) Take your entire team and close rifts one at a time. Let the blasphemy start capturing the altar and only turn back when the bar is around 75% of the way. You will be able to take back altar in plenty of time after closing a rift. I do it this way generally and never have problems making masters on this.
For heroes, I suggest that you put them all on guard mode so that they attack your called targets or what you attack. Flagging them properly also solves a lot of problems.
By the way, there is not a single mission for which you need to group in factions/nightfall (Even for masters). Got my ele her protector of cantha/elona title within a week using only heroes/henches throughout. Getting her started on the tyrian one (Had to group on my other chars before heroes for the title especially for dunes of despair....lets see now).
Sophitia Leafblade
Yups i have to agree with the points VorianVader and Sau970982 make.
The reason alot of people fail THK is they try to hold the fort from the 2 outergates, often spreading firepower too thin, making things die slower making u gradually get overwhelmed and making it harder for any monks in the party to keep everyone alive. I cant count the time of times ive been helping friends who have joined PUGs and the PUGs have decided not to stay by the King which i suggest and then get overwhelmed and defeated. IT is possible to do it when holding the outer gates but it is considerably easier to hold near the King. Also Make sure to always leave the bosses to last (killing the boss will spawn the next series of attacks, some will come after the boss appears on the scene, they are still part of that Wave of attacks, if u kill him these will come ontop of the next waves of attack. Also Doing the Bonus will also make the 1st wave easier since the Jades and Mursaat will kill numerious giants coming your way which are an annoyance with there knockdowns. Oh and before u kill StonePate make sure u fire the Catapults on the West side of the Fort until u kill the large mob standing directly in its target point.
Unwaking isnt that hard, just make sure u have an interuptor or 2, as mentioned BHA ranger works a charm here, just make sure to lock him onto Kuuvaang when hes in range (and unlock when hes not near the party so the ranger can target monks etc.)
In grand court LB gazes comes in handy but failing that play very agressivly with the 1st group, When ive done this mission ive put the MM and Monks slightly more central than the rest of the party they keep the attacks busy long enough for u to charge and eliminate one of the points asap, then turn around and assist them and clear the middle area of enemys. Youv now cut 1/3 of the attack waves making the mission easier. now u only have 2 sides to take care of. Once the Orbs things go down charge the next area etc.
Remember - The Best Defence is a Strong Offence
The reason alot of people fail THK is they try to hold the fort from the 2 outergates, often spreading firepower too thin, making things die slower making u gradually get overwhelmed and making it harder for any monks in the party to keep everyone alive. I cant count the time of times ive been helping friends who have joined PUGs and the PUGs have decided not to stay by the King which i suggest and then get overwhelmed and defeated. IT is possible to do it when holding the outer gates but it is considerably easier to hold near the King. Also Make sure to always leave the bosses to last (killing the boss will spawn the next series of attacks, some will come after the boss appears on the scene, they are still part of that Wave of attacks, if u kill him these will come ontop of the next waves of attack. Also Doing the Bonus will also make the 1st wave easier since the Jades and Mursaat will kill numerious giants coming your way which are an annoyance with there knockdowns. Oh and before u kill StonePate make sure u fire the Catapults on the West side of the Fort until u kill the large mob standing directly in its target point.
Unwaking isnt that hard, just make sure u have an interuptor or 2, as mentioned BHA ranger works a charm here, just make sure to lock him onto Kuuvaang when hes in range (and unlock when hes not near the party so the ranger can target monks etc.)
In grand court LB gazes comes in handy but failing that play very agressivly with the 1st group, When ive done this mission ive put the MM and Monks slightly more central than the rest of the party they keep the attacks busy long enough for u to charge and eliminate one of the points asap, then turn around and assist them and clear the middle area of enemys. Youv now cut 1/3 of the attack waves making the mission easier. now u only have 2 sides to take care of. Once the Orbs things go down charge the next area etc.
Remember - The Best Defence is a Strong Offence
anshin
i have the same doubt as enko but i really hope you mean with henchies and heroes...
the previous guys tips are very good and i use some of their strategies...
about THK... i don't find it hard to defend the gates because it seems i kill fast enough one side to go kill the other without worries...
and to answer your topic title... i think its bad luck
the previous guys tips are very good and i use some of their strategies...
about THK... i don't find it hard to defend the gates because it seems i kill fast enough one side to go kill the other without worries...
and to answer your topic title... i think its bad luck
bilateralrope
Another tip for THK: Light the beacons quickly, as they make the mission easier.
If you do this you spawn a few jades which stay in the center of the fort and attack anything that comes in (including mursaat). So if you do this and hang back to the king it makes things much easier.
Also the groups seems to come in smaller waves, meaning they are easier to handle if you do this.
I know that without speed boosts I can easily light the first in time. I don't know about the second as I've always been with at least one human player.
If you do this you spawn a few jades which stay in the center of the fort and attack anything that comes in (including mursaat). So if you do this and hang back to the king it makes things much easier.
Also the groups seems to come in smaller waves, meaning they are easier to handle if you do this.
I know that without speed boosts I can easily light the first in time. I don't know about the second as I've always been with at least one human player.
chesterocks7
Quote:
Originally Posted by bilateralrope
I know that without speed boosts I can easily light the first in time. I don't know about the second as I've always been with at least one human player.
you can light them both without speed boosts. quote from guildwiki (http://gw.gamewikis.org/wiki/Thunderhead_Keep#Bonus): There are two Storm Beacons that you must light: one on the east wall and one on the west wall (both points marked 1 on the map). Enchanted torches appear at the base of each, so it is just a matter of running to each beacon, picking up the torch there and clicking the beacon. You have only a few seconds after the cut scene to do this, so it'll be easiest to designate one person on the team to light each beacon before taking their assigned position. However, it is still possible to light both beacons with one person (for full hench parties), as long as you drop the torch when running from the first beacon to the second.
The dwarves outside the keep will plead for their lives, if they scream out "The end is here! Great Dwarf save us!" then the chance to light the beacons is lost.
The dwarves outside the keep will plead for their lives, if they scream out "The end is here! Great Dwarf save us!" then the chance to light the beacons is lost.
Mouse at Large
I may be mad, but THK is actually my favourite mission. Must have done it 50+ times in normal and 5 times HM - mission and bonus
To add to the tips - at the start - let a monk or other backline character talk to the king. Also, if you are hero monking, try and get the hero monks from backline/midline chars - they tend to survive longer if when not following frontline melee chars
And one tip above all - as has been said, take the bonus and camp at the king. I may be imagining it, but I actually find it easier this way than not taking the bonus
To add to the tips - at the start - let a monk or other backline character talk to the king. Also, if you are hero monking, try and get the hero monks from backline/midline chars - they tend to survive longer if when not following frontline melee chars
And one tip above all - as has been said, take the bonus and camp at the king. I may be imagining it, but I actually find it easier this way than not taking the bonus
Lord Natural
Normal mode is already too easy. If you want constructive feedback however, post up the skill bars that you and your 3 heroes are using.
Pick Me
If you want help in these missions, let me know.
add me to friends: Dargoth Alfazul. I'll be on tonight.
However, if you think its punishment, it isn't. Getting to end game missions is to help weed out the weak and reward the strong. Completing the endgame missions, rewards the skilled and weeds out the ones who were lucky to complete the game.
The only way to get better is to continue to test builds and your own strategies. I'm able to do most missions with just henchies/heros.
Good luck!
add me to friends: Dargoth Alfazul. I'll be on tonight.
However, if you think its punishment, it isn't. Getting to end game missions is to help weed out the weak and reward the strong. Completing the endgame missions, rewards the skilled and weeds out the ones who were lucky to complete the game.
The only way to get better is to continue to test builds and your own strategies. I'm able to do most missions with just henchies/heros.
Good luck!
Tarzan The Chetta
Same as above if you need help you can add me Collin Blood is ign. I should be on some tonight and have beat all the proph missions etc. with heros/hench so it shouldnt be much ofr a problem.
martialis
When I first reached Thunderhead Keep, I quit for 6 months. I remember people (it might have been Zinger, I think it was...) crying "OMFG VIZUNAH SQUARE IS SO HARD!!", when Factions came out.
Make no mistake, PvE is hard, if you don't know what you're doing. If you do, though, it's really easy, so you just need to practice and read some guides.
If you stand in the Grand Court of Sebelkeh, I think you'll find (and I could be wrong, but I think you will) that most people are doing the mission with heroes and henchies, and succeeding. So the fastest way to beat it would be to stand in town, be chatty and friendly, and get someone to let you join their group and tag along. You'll beat the mission easily, and should learn some lessons on soloing.
Make no mistake, PvE is hard, if you don't know what you're doing. If you do, though, it's really easy, so you just need to practice and read some guides.
If you stand in the Grand Court of Sebelkeh, I think you'll find (and I could be wrong, but I think you will) that most people are doing the mission with heroes and henchies, and succeeding. So the fastest way to beat it would be to stand in town, be chatty and friendly, and get someone to let you join their group and tag along. You'll beat the mission easily, and should learn some lessons on soloing.
Dinkytowner
What's your professsion, build, and hero set-up?
If you can't get sufficient help here I would also be willing to give you a hand with one or two of the missions, IGN is Domi Noe.
If you can't get sufficient help here I would also be willing to give you a hand with one or two of the missions, IGN is Domi Noe.
Onarik Amrak
Have you tried going back to Tyria and Cantha with your heroes? It's pretty easy.
tanhauser
Thanks for all the replies!
Quick update, I managed to pass Grand Court of Sebelkeh and I am now at Ruins of Morah (though I haven't tried it yet). Also, I tried THK once more and camping the king does work, unfortunately I got stupid and left the stairs to focus on a boss and he got killed, but now I see it's doable. Will try again today.
As for my build and that of my heroes, here they are:
1 - W/Mo (myself):
Hundred Blades
Sever Artery
Gash
Silverwing Slash
Final Thrust
Endure Pain
Vigorous Spirit
Rebirth
Swordsmanship +14 (+3 rune), Strenght +10, Tactics +7, Healing Prayers +9. Using Serrated Shield (Armor 16, Phys Damage -2, Health +30) and Sskai's Sword (15-22, +15% Damage, Double Adrenaline, Health +30).
2 - Dunkoro Mo/Rt Main healer. Orison of Healing, Healing Breeze, Healing Seed, Words of Comfort, Remove Hex, Mend Ailment, Vengeful Weapon, Rebirth. Healing Prayers +12, Divine Favor +9, Restoration Magic +9, Prot Prayers +4.
3 - Thalkora Mo Protection monk. Reversal of Fortune, Shield of Absorption, Protective Spirit, Remove Hex, Mend Ailment, Pacisfism, Healing Breeze, Rebirth. Protection Prayers +12, Divine Favor +12, Healing Prayers +3.
4 - Olias N Minion Master. Animate Bone Fiend, Deathly Swarm, Putrid Explosion, Shadow Strike, Life Siphon, Soul Feast, Resurrection Signet. Death Magic +12, Curses +10, Blood Magic +8, Soul Reaping +2.
Those are usually the 3 heroes I take with me when I go on missions. Anyway, thanks again for all the tips!
F
Quick update, I managed to pass Grand Court of Sebelkeh and I am now at Ruins of Morah (though I haven't tried it yet). Also, I tried THK once more and camping the king does work, unfortunately I got stupid and left the stairs to focus on a boss and he got killed, but now I see it's doable. Will try again today.
As for my build and that of my heroes, here they are:
1 - W/Mo (myself):
Hundred Blades
Sever Artery
Gash
Silverwing Slash
Final Thrust
Endure Pain
Vigorous Spirit
Rebirth
Swordsmanship +14 (+3 rune), Strenght +10, Tactics +7, Healing Prayers +9. Using Serrated Shield (Armor 16, Phys Damage -2, Health +30) and Sskai's Sword (15-22, +15% Damage, Double Adrenaline, Health +30).
2 - Dunkoro Mo/Rt Main healer. Orison of Healing, Healing Breeze, Healing Seed, Words of Comfort, Remove Hex, Mend Ailment, Vengeful Weapon, Rebirth. Healing Prayers +12, Divine Favor +9, Restoration Magic +9, Prot Prayers +4.
3 - Thalkora Mo Protection monk. Reversal of Fortune, Shield of Absorption, Protective Spirit, Remove Hex, Mend Ailment, Pacisfism, Healing Breeze, Rebirth. Protection Prayers +12, Divine Favor +12, Healing Prayers +3.
4 - Olias N Minion Master. Animate Bone Fiend, Deathly Swarm, Putrid Explosion, Shadow Strike, Life Siphon, Soul Feast, Resurrection Signet. Death Magic +12, Curses +10, Blood Magic +8, Soul Reaping +2.
Those are usually the 3 heroes I take with me when I go on missions. Anyway, thanks again for all the tips!
F
sau970982
Quote:
Originally Posted by tanhauser
Quick update, I managed to pass Grand Court of Sebelkeh and I am now at Ruins of Morah (though I haven't tried it yet). Also, I tried THK once more and camping the king does work, unfortunately I got stupid and left the stairs to focus on a boss and he got killed, but now I see it's doable. Will try again today.
Quote: Originally Posted by tanhauser As for my build and that of my heroes, here they are:
1 - W/Mo (myself):
Hundred Blades
Sever Artery
Gash
Silverwing Slash
Final Thrust
Endure Pain
Vigorous Spirit
Rebirth
Swordsmanship +14 (+3 rune), Strenght +10, Tactics +7, Healing Prayers +9. Using Serrated Shield (Armor 16, Phys Damage -2, Health +30) and Sskai's Sword (15-22, +15% Damage, Double Adrenaline, Health +30). Personally, I prefer making use of Rez Signet or Sunspear Rebirth Signet.
[Update] As you're the Warrior, I think you'd better to "flag" your Hero/Henchman before chasing your target; otherwise, your whole H/H team may keep running around with you.
Quote:
Dunkoro: Needs an elite. Restoration Magic is not needed if youre just using it for Vengeful, which eats energy like mad anyway. I wouldn't take Healing Breeze or Healing Seed, though its up to you. Remove Hex should be replaced with Deny Hexes or Smite Hex. Get rid of Rebirth. Add Sig of Rejuvenation.
Originally Posted by tanhauser
2 - Dunkoro Mo/Rt Main healer. Orison of Healing, Healing Breeze, Healing Seed, Words of Comfort, Remove Hex, Mend Ailment, Vengeful Weapon, Rebirth. Healing Prayers +12, Divine Favor +9, Restoration Magic +9, Prot Prayers +4.
3 - Thalkora Mo Protection monk. Reversal of Fortune, Shield of Absorption, Protective Spirit, Remove Hex, Mend Ailment, Pacisfism, Healing Breeze, Rebirth. Protection Prayers +12, Divine Favor +12, Healing Prayers +3. 4 - Olias N Minion Master. Animate Bone Fiend, Deathly Swarm, Putrid Explosion, Shadow Strike, Life Siphon, Soul Feast, Resurrection Signet. Death Magic +12, Curses +10, Blood Magic +8, Soul Reaping +2. Those are usually the 3 heroes I take with me when I go on missions. Anyway, thanks again for all the tips! F Again, seems too much "Rebirth", especially on Monks. Rez signet or some other rez skill will be better. If you really want to use "Rebirth", may be you can make Olias N/Mo and manually use it. Also, you may not need 2 Monk Heroes, the healer Henchman is not that bad. Then you can free up 1 slot for an interrupt Ranger Hero or Supportive Paragon Hero, etc. Painbringer
Research is the best tool for completing the Missions. Look to Wiki
This also may help out a bit anywhere. If you or your heroes are not using a secondary class. Make them all Mesmer’s with either or both of the following on there skill bars [skill]leech signet[/skill] [skill]power drain[/skill] Dinkytowner
- I die a little bit everytime I see warriors with points invested in healing prayers. Invest in tactics and take advantage of all the goodies in that line to keep you alive.
- Your monks need elites. Use Wiki and find out where you can cap Word of Healing, Shield of Deflection/Regeneration, and Restore Condition. These will do alot for your survivability. - Healing Breeze is a terrible skill. Quit using it, please. - Get rebirth off your monks, that lose all energy thing is a bitch. - I would focus your MM build a little better as well. Use only two attribute lines. For instance, just use death and healing skills. Lose the blood magic. Other than those things, good work. You're already ahead by using these forums and finding out how to get better. Keithark
You're a warrior not a monk, drop the heal and max your damage output with whatever..enraging charge, attack speed boost, etc
your mm is a mm..drop the curse and blood and max death and sr so he can keep minnions alive Take healing breeze off all bars, use rez chant or rez sig or anything but rebirth or rezurect Cap Light of deliverance for your healer monk put some e-management on monks (use the mesmer skills a coupld of posts above) and as mentioned..if you have a good prot hero you can get by with hench healer so you could add a sf elly or int ranger and you will find factions and prophises easy....as well as most of nightfall. Ruins is tough get a run it is cheap, but if you don't want to do that and you had trouble in factions and tyria then all i can say is good luck with that mission and even more good luck with Gates of Madness. I am usually on for short periods of time so not sure if I could help with missions but you can ask me and if I got time I will help, all my characters are done with everything except my monk, mesmer, and dervish just did befriending the luxons so have to do the last few in factions on them so I am pretty bored with the game until next chapter....been spending time in pre Bowstring Badass
Quote:
Originally Posted by tanhauser
1 - W/Mo (myself): Hundred Blades Sever Artery Gash Silverwing Slash Final Thrust Endure Pain Vigorous Spirit Rebirth Swordsmanship +14 (+3 rune), Strenght +10, Tactics +7, Healing Prayers +9. Using Serrated Shield (Armor 16, Phys Damage -2, Health +30) and Sskai's Sword (15-22, +15% Damage, Double Adrenaline, Health +30). F Tactics but no tactic skills nice touch. cdgsax
Get rid of Endure Pain and replace it with "Watch Yourself" or "Shields Up"
That way you will be making use of the points you put in Tactics Buzzer
Quote:
Originally Posted by tanhauser
3 - Thalkora Mo Protection monk. Reversal of Fortune, Shield of Absorption, Protective Spirit, Remove Hex, Mend Ailment, Pacisfism, Healing Breeze, Rebirth. Protection Prayers +12, Divine Favor +12, Healing Prayers +3. 4 - Olias N Minion Master. Animate Bone Fiend, Deathly Swarm, Putrid Explosion, Shadow Strike, Life Siphon, Soul Feast, Resurrection Signet. Death Magic +12, Curses +10, Blood Magic +8, Soul Reaping +2. |
Tahlkora: not bad. Drop Breeze, Pacifism and Rebirth. Again, swap Remove Hex for a different one.
Olias: Remove all points from curses and put in soul reaping for a start. Get an elite (Flesh Golem?). Add Blood of the Master, Blood Ritual and Dark Bond. Fixed.
Quote:
Originally Posted by Painbringer
Research is the best tool for completing the Missions. Look to Wiki
This also may help out a bit anywhere. If you or your heroes are not using a secondary class. Make them all Mesmer’s with either or both of the following on there skill bars (Leech Signet) (Power Drain) Agreed, but not on monks. You want them to kite and I'm pretty sure they don't target enemies while in 'avoid combat' mode. Xeeron
Quote:
Originally Posted by tanhauser
I realize such a request may seem stupid, and I would tend to agree were this a normal MMO game. However, given that access to end-game areas in _each_ campaign is tied to finishing missions, it seems unfair to punish below-average players who get stuck.
Meh... I don't think anything will change but I just had to vent. I am thinking the same thing will happen to me with the EN expansion. F Please dont get me wrong here, but from your post, it seems like you are doing something fundamentally wrong. All three of the missions you mentioned can be beat with heroes and henchman and even more so with a PUG. So let me give you some general tips: - Read the wiki articles: There are plenty of tips written there which should make the missions MUCH easier. - Use heroes: If you prefer soloing, get your heroes to lvl 20, give them a half decent weapon and a decent build. Much better than using only henchmen. - Take a good look at your builds: Maybe the most important point. If you play solo a lot, you are less likely to see good builds on other players. A good build goes a LONG LONG way in helping you beat the mission. Go and read up on some good builds for your profession and see whether you can change anything there. When doing these three, the missions in normal mode should not really present a challenge anymore. - Xeeron Alka
So I've been a loyal GW fan ever since it was released, I've played it for hundreds of hours leveling several different characters, played all campaigns and yet... I haven't been able to finish ANY of the campaigns.
Here's the gist of it: 1. Prophecies: Made it all the way to Thunderhead Keep. Tried it a couple of times solo and it didn't work. Tried it a couple more times with a group and we wiped both cases. Finally tried about 5 more times solo before I gave up entierly. Enter Factions campaign... 2. Factions: Made it all the way to Unwaking Waters. Same story, tried solo a couple of times (well solo on my side) and wiped. Tried with a group a few times, we would make it into the temple but wiped. Tried a few more times solo before giving up again. Enter Nightfall. 3.Nightfall: Made it to Grand Court of Sebelkeh (yes, I can't pass that stupid mission) and the same story applies. Now, before you all say it, yes... I _DO_ prefer to solo all missions, since I like the freedom that it provides, but as you can probably guess there are missions where you simply have to group, so I am not against grouping. My point with all of this is that, while I do appreciate the fact that ANET wants to provide a challenging experience for us all, I also wish they would think of sucky players like myself and offer an "easy" mode (the opposite of the "Hard" mode which is now available), so that we can get a chance to finish the campaigns as well. I realize such a request may seem stupid, and I would tend to agree were this a normal MMO game. However, given that access to end-game areas in _each_ campaign is tied to finishing missions, it seems unfair to punish below-average players who get stuck. I dont believe such bad player exist i think you lie about "can`t do those missions" blue.rellik
Quote:
Originally Posted by Alka
I dont believe such bad player exist i think you lie about "can`t do those missions"
Once you see some of the builds being run in RA then you'll realize that he's godly compared to them.
the_jos
Since I think this is the only 'new' information:
Quote:
I dont believe such bad player exist i think you lie about "can`t do those missions"
I do believe those 'bad' players excist. | All three missions require tight coordination and some carefull picking of hench/setting up heroes. THK is not that hard to H&H when you camp the king, but may get sticky with the wrong hench. Unwakening is again balancing melee and ranged attackers and hope for full hench or good human opposing party. Grand Court requires good coordination and knowing when to kill and when to fight in the center. All three missions are known obstacles in the game, because you need some 'strategic' planning where earlier missions are mostly about killing stuff. Jennur's Horde is an other good example of this kind of missions. Estic
Quote:
Originally Posted by tanhauser
4 - Olias N Minion Master. Animate Bone Fiend, Deathly Swarm, Putrid Explosion, Shadow Strike, Life Siphon, Soul Feast, Resurrection Signet. Death Magic +12, Curses +10, Blood Magic +8, Soul Reaping +2.
As other people said, focus the MM. A good MM in PvE can defeat most things they throw at you (especially in normal mode). I suggest the following:
Animate Bone Horror Animate Bone Fiend Blood of the Master Ressurection Signet Hard Res That's it. No need for more skills, het just gets confused about his priorities. this is also the reason why I did not include an elite. The most important thing done by an MM is raising minions. No elite is necessary for that. If you can afford a superior rune, buy a death magic one, otherwise buy a major. The number of minions Olias can maintain is down to your number in Death Magic. At 15 Death he can have 9 minions, at 16 he can have 10. By the way, you should always have a rune of you heroes major attribute on his headpiece, even if it's just a minor. If you put a rune on it, the headpiece gives a +1 bonus for whatever rune is on it. So that's a bonus you would otherwise miss. The rest of his points should go into Soul Reaping to give him enough energy to raise minions. The low number of skills is something I would use on every hero. Think about what you want from the hero and focus on that. Do you head into an area with lots of melee chars and very few casters? Take an ele with Blinding Surge and epidemic (mesmer skill). you can add a res sig to it, but dont get him confused with more damage spells. Blinding Surge is a 4 sec recharge so he will be blindig people non stop. and being a warrior you probably know how fun it is to be blinded as a melee char. Do you go up against a lot of casters, bring a Broad Head arrow ranger with interrupts (and maybe epidemic ). That message became longer than I wanted... anyway, if you have more questions you can always post. Alka
Quote:
Originally Posted by blue.rellik
Once you see some of the builds being run in RA then you'll realize that he's godly compared to them.
random arena also use to test builds...playing gw from start 2+years!!! and yet dont have clue how game work is lie
blue.rellik
Quote:
Originally Posted by Alka
random arena also use to test builds...playing gw from start 2+years!!! and yet dont have clue how game work is lie
lol wut?
Etta
No need to flame the OP. Maybe he can only play for a short burst in the past 2 years, there are people out there who're not really good with games. But the OP is willing to learn and listen, that make him a lot better than a lot of noobs out there. Seeing that he manage to get pass some of the mission that he's been stuck on, that's a good thing.
OP, most of the above posters had giving you a good advice in term of builds for both your team and yourself. There are only a handful of missions to go in CH1 &2 before you beat them. Keep it up and good luck. Jumping Is Uselss
Quote:
Originally Posted by tanhauser
1 - W/Mo (myself): Hundred Blades Sever Artery Gash Silverwing Slash Final Thrust Endure Pain Vigorous Spirit Rebirth Swordsmanship +14 (+3 rune), Strenght +10, Tactics +7, Healing Prayers +9. Using Serrated Shield (Armor 16, Phys Damage -2, Health +30) and Sskai's Sword (15-22, +15% Damage, Double Adrenaline, Health +30). 2 - Dunkoro Mo/Rt Main healer. Orison of Healing, Healing Breeze, Healing Seed, Words of Comfort, Remove Hex, Mend Ailment, Vengeful Weapon, Rebirth. Healing Prayers +12, Divine Favor +9, Restoration Magic +9, Prot Prayers +4. 3 - Thalkora Mo Protection monk. Reversal of Fortune, Shield of Absorption, Protective Spirit, Remove Hex, Mend Ailment, Pacisfism, Healing Breeze, Rebirth. Protection Prayers +12, Divine Favor +12, Healing Prayers +3. 4 - Olias N Minion Master. Animate Bone Fiend, Deathly Swarm, Putrid Explosion, Shadow Strike, Life Siphon, Soul Feast, Resurrection Signet. Death Magic +12, Curses +10, Blood Magic +8, Soul Reaping +2. Those are usually the 3 heroes I take with me when I go on missions. Anyway, thanks again for all the tips! F On normal mode hench monks are good enough. So you are better off with heroes who are high in damage dealing. For your warrior build dumps VS, if you want some little healing try heal sig or lions comfort, but i suggest leave the healing for the monks and take a condition remover. This way you can invest all your attribute points towards strength, tactics, axe, sword and hammer. WTS Green Items! LOOK!
I was stuck on Thunderhead Keep for months, finally i decided to hench it, first time failed (I wasnt paying attention) Second time i completed it, My strategy was to flag henchmen far enough away from the king so he would not get aggro, but also close enough to cover each stairs. If you do this each wave will send you 2-4 Jade bows, which is easy enough to take out. Its good to take burning skills, they seem to take down the mursaat/jades pretty well.
Unwalking waters didnt pose a problem to me, henched it without any problems Grand Court, I got a run My advice is just to do the mission every two days or so, that way you wont get completely sick of it, eventually you should complete it, revise your strategy each time. Figure out what went wrong. As for easy mode, I dont really agree, I've wanted the game to be easier a couple times but overall its alright. They should dull down some missions like raisu palace and THK. MagmaRed
Quote:
Originally Posted by tanhauser
Hundred Blades Sever Artery Gash Silverwing Slash Final Thrust Endure Pain Vigorous Spirit Rebirth Swordsmanship +14 (+3 rune), Strenght +10, Tactics +7, Healing Prayers +9. Using Serrated Shield (Armor 16, Phys Damage -2, Health +30) and Sskai's Sword (15-22, +15% Damage, Double Adrenaline, Health +30). 2 - Dunkoro Mo/Rt Main healer. Orison of Healing, Healing Breeze, Healing Seed, Words of Comfort, Remove Hex, Mend Ailment, Vengeful Weapon, Rebirth. Healing Prayers +12, Divine Favor +9, Restoration Magic +9, Prot Prayers +4. 3 - Thalkora Mo Protection monk. Reversal of Fortune, Shield of Absorption, Protective Spirit, Remove Hex, Mend Ailment, Pacisfism, Healing Breeze, Rebirth. Protection Prayers +12, Divine Favor +12, Healing Prayers +3. 4 - Olias N Minion Master. Animate Bone Fiend, Deathly Swarm, Putrid Explosion, Shadow Strike, Life Siphon, Soul Feast, Resurrection Signet. Death Magic +12, Curses +10, Blood Magic +8, Soul Reaping +2. Those are usually the 3 heroes I take with me when I go on missions. Anyway, thanks again for all the tips! F To be blunt, your hero builds suck. Your build isn't bad, but could be better. You should use something more like the following: [skill]Hundred Blades[/skill][skill]Sever Artery[/skill][skill]Gash[/skill][skill]"Watch Yourself!"[/skill][skill]Wild Blow[/skill][skill]Mending Touch[/skill][skill]Tiger Stance[/skill][skill]Rebirth[/skill] Wild Blow can be changed for a self heal (Healing Signet or Lions Comfort), or a different attack skill based on what you face. Monks need an elite, and better skill sets all around. Build I run on my Dunkoro is very effective, and I have had several people ask for it, and use it themselves. [skill]Healer's Boon[/skill][skill]Ethereal Light[/skill][skill]Orison of Healing[/skill][skill]Dwayna's Kiss[/skill][skill]Healing Seed[/skill][skill]Dismiss Condition[/skill][skill]Healing Breeze[/skill][skill]Resurrection Chant[/skill] You had only 2 direct heals, and one was not that terribly good (Words of Comfort). Healers Boon allows for very fast effective healing, and skills like Ethereal Light pair well with it. If you change anythng, swap Healing Breeze with Heal Party or Vigorous Spirit. I don't give him a hex removal because he has Dwayna's Kiss, and I give hex removal to my Protect Monk or Mesmer. Tahlkora haslots of options based on where I am at. The elite is what changes the most, so you need to know what each elite offers, and which areas would benefit most from it. [skill]Reversal of Fortune[/skill][skill]Guardian[/skill][skill]Protective Spirit[/skill][skill]Aegis[/skill][skill]Blessed Aura[/skill][skill]Shield of Absorption[/skill][skill]Rebirth[/skill] [skill]Restore Condition[/skill][skill]Blessed Light[/skill][skill]Divert Hexes[/skill][skill]Zealous Benediction[/skill] If I am not using Restore Condition or Blessed Light, I swap Shield of Absorption for Dismiss Condition. If I am not using Blessed Light or Divert Hexes, I swap Shield of Absorption for Smite Hex or Remove Hex. Your MM build is pretty sad. I cried a little when I read it. Why put 10 into Curses and use no Curse spells? Why only 2 in Soul Reaping? Why 2 spells to use up a corpse that should be used for a minion? Try something like this: [skill]Animate Bone Horror[/skill][skill]Animate Vampiric Horror[/skill][skill]Animate Shambling Horror[/skill][skill]Animate Flesh Golem[/skill][skill]Death Nova[/skill][skill]Blood of the Master[/skill][skill]Heal Area[/skill][skill]Dark Bond[/skill] Yep, I don't put a rez on my Olias. He pumps out minions, and keeps them up. Plus, he uses Death Nova (sometimes too much). Should have 16 in Death Magic, 10+ in Soul Reaping, and 8-9 in Healing Prayers. Only put leftovers into Blood Magic. When I won't need to keep him protected (Dark Bond) I change that skill for Blood Ritual, but that is rare. If you don't have those elites available, and don't want to spend time capping them, do enough PvP to get Balthazar Faction and unlock them. Learn how to use the flags for heroes and hench, and learn how to monitor their energy. Makes things easier when you know that Dunkoro won't be healing you because his energy is at 2/45. Learn which hench will supply what your heroes aren't supplying. Eve/Claude are almost always used by me, as most casters have need of Blood Ritual during long fights. When making builds, try to limit yourself to 3 attributes, 4 at most. Max one attribute, and have at least one other attribute high. Never forget the value of a primary attribute (Soul Reaping). strcpy
I would also echo someone above me: hench healers are good enough.
That being said, I find one of the heroes set up as an RC prot (Restore Conditions Elite - you will have to unlock with Balth faction or make do with Mend Condition) is a MUCH better prot monk than the hench. For latter missions I take one, however for most of the game you are better off with a high damage character (dead mobs give less damage than live ones no matter the skills used ). Also, give *all* of your AI rez signets if you carry a hard rez - as an AI player you really only need one and they do not use it correctly. While pretty much true anywhere, this is especially true in places like THK - rebirth is only really useful if you can stand back, rez, and wait a bit while you hp/energy regens. THK endgame is closer to PvP - in fact were I you I wouldn't bother with a hard rez at all - if it comes to that point you have lost anyway as Jalis Ironhammer is going to die from the Mursaat. I would *highly* suggest you replace *at least* one of your healers with a Searing Flame ele. The heroes play it quite well and it does very nice damage against clumped up enemies at the end of THK. Well of Stability can also help quite a bit with the earlier part of Camping the King. In fact, I would suggest this in pretty much every area of the game - you gain at best a 10% better healer at the cost of a 80% "other" class (same is said for the warrior). Unless I really feel the need for three healers I never bother with hero monks at all - the supplied ones do a decent enough job assuming all you other builds carry at least one self heal/damage mitigation (and they should always carry two or three anyway). There are *no* decent ele hench anywhere and few decent rangers, necros, or mesmers and that you can make a pretty good ele and necro pretty much seals the deal on what classes I take. And last, as far prophecies goes, just notice that the game has almost *no* counters for the newest Nightfall stuff. Paragons never get silenced, there is little condition removal (yay mass long term burning), and there is no real counter to the enchant train Dervishes put up (especially given that they have some VERY nice skills that mitigate damage based on the opponent having conditions - which Tyrian mobs rarely remove). It is not too hard to take advantage of that in the Ring of Fire missions. Sophitia Leafblade
Prophecies missions with the notable exception of Thunderhead keep, Thirsty river and Aurora Glade generally work best with a Hard Res (which i prefer as rebirth on myself) as those missions are considerably longer than missions in other campaigns and generally have less bosses or moral boosts to recharge signets. Cantha on the other hand with its Masters requires Res signet on all missions (possibly just 1 person with a hard res) NF is more of a mix, most missions are fairly fast and short and res signets will do, but the odd person with Rebirth is handy to have in the party for those emergency times.
havok019
"Hundred Blades
Sever Artery Gash Silverwing Slash Final Thrust Endure Pain Vigorous Spirit Rebirth Swordsmanship +14 (+3 rune), Strenght +10, Tactics +7, Healing Prayers +9. Using Serrated Shield (Armor 16, Phys Damage -2, Health +30) and Sskai's Sword (15-22, +15% Damage, Double Adrenaline, Health +30)." I'm going to hate on Hundred Blades. I know there are people out there that like this skill, but there are better elites and how often do you ever really hit 5-6 monsters at once? Usually you are chasing down one guy or you're focused on a boss. I think you're better off going with Dragon Slash (best for swordsmanship and would work great with your sword with the double adren) or Crippling Slash with Gash (This combo will cause crippling, bleeding and a critical hit -- all of which make me smile -- it's my new fav). Use Sun and Moon slash instead of Silverwing or Final Thrust (these two aren't really bad skills, it's just that Sun/Moon gives you two hits for the price of one). I'd cap Flail (yes, I know it's not an elite but you can't buy it until late into Nightfall. You should already have reached Arkjok Ward and can cap the boss there to get it -- it doesn't have to be an elite to be capped and it will still cost you 1k to buy it later which is the same as a skill cap spell). This will increase your attacks which also would work nicely with your sword for adrenaline gain. I like having a big health boost as my healing spell as well so I like Endure Pain. Watch Yourself is also a good skill to take sometimes, as is Leader's Comfort. You may also want to consider Deadly Riposte for damage and bleeding which will follow well with Gash to your line. Cryshal
Quote:
Originally Posted by tanhauser
So I've been a loyal GW fan ever since it was released, I've played it for hundreds of hours leveling several different characters, played all campaigns and yet... I haven't been able to finish ANY of the campaigns.
Here's the gist of it: 1. Prophecies: Made it all the way to Thunderhead Keep. Tried it a couple of times solo and it didn't work. Tried it a couple more times with a group and we wiped both cases. Finally tried about 5 more times solo before I gave up entierly. Enter Factions campaign... 2. Factions: Made it all the way to Unwaking Waters. Same story, tried solo a couple of times (well solo on my side) and wiped. Tried with a group a few times, we would make it into the temple but wiped. Tried a few more times solo before giving up again. Enter Nightfall. 3.Nightfall: Made it to Grand Court of Sebelkeh (yes, I can't pass that stupid mission) and the same story applies. Now, before you all say it, yes... I _DO_ prefer to solo all missions, since I like the freedom that it provides, but as you can probably guess there are missions where you simply have to group, so I am not against grouping. My point with all of this is that, while I do appreciate the fact that ANET wants to provide a challenging experience for us all, I also wish they would think of sucky players like myself and offer an "easy" mode (the opposite of the "Hard" mode which is now available), so that we can get a chance to finish the campaigns as well. I realize such a request may seem stupid, and I would tend to agree were this a normal MMO game. However, given that access to end-game areas in _each_ campaign is tied to finishing missions, it seems unfair to punish below-average players who get stuck. Meh... I don't think anything will change but I just had to vent. I am thinking the same thing will happen to me with the EN expansion. F I could have written this post myself. I've been stumping for an easier mode, also. If Hard mode can be made, surely Easy can too, at least for those of us who have tried a mission a dozen times and can't figure out how to win. I read the forums for suggestions, and I see some players talking about how easy these missions are, and I wonder too, what the heck am I doing wrong? I did finish Factions; I lucked out with a good pickup group. Usually I prefer solo because I've been in so many useless pickup groups. For Thunderhead Keep: I'm a Ranger, using two interrupts, one to interrupt skills, the other to interrupt spells. It works well. I've tried the mission with different Heroes and Henches. Zhed, Dunkoro and Whispers seem to work the best. Zhed for fire elem, Dunkoro for protection, and Whispers for minions. For Henches, I tried different ones, one was Menhlo for healing, the others for damage. The first two times I tried the mission, I got the King all the way up and guarded him there, letting the enemies come to us. But, somehow he always wanders off into danger. Since then, I can't even get all the way up. I did read GWWiki andthe Unoffical forum for the mission quests, so I knew basically what to do. I do have good runes on my Heroes and myself. I will try some of the tips posted in this thread. But, I do think you who find the missions not too difficult aren't realizing something. Some of us with less talent will post like this and keep trying, others just give up and quit. I notice also that many players play mainly for the PvP. I can't believe the developers don't try to balance the game to accomodate a large variety of players, knowing not all have the same skills or abilities. How can they know if we don't post to tell them when we find something too difficult? I don't suppose they are paying any attention now to these forums; they've pretty much balanced out the game as they have seen a need to. But, perhaps some of us won't be buying Eye of the North if we can't finish the games we've already bought. Just something for you to think about. You know there are some other good games being released soon. |