Needs tips for Eternal Grove HM
slipout
I read the guides on this forum category already and none of them are for HM.. im getting slaughtered in HM on eternal grove. wondering if anyone has any tips? my gf and i are both monks, so we can use 6 heroes. thanks
----edit nevermind, i must be blind if i couldnt see the thread lol.. still, tips would be good
----edit nevermind, i must be blind if i couldnt see the thread lol.. still, tips would be good
VorianVader
You have two real people so it should be doable.
I suggest 2 Jagged Bones MM heroes with 16 in death magic and 4 damage dealers, could be SF eles with Meteor Shower/Rodgort or SS Necros. Both of you being real monks should spec out as pure heal. I suggest Healers Boon or LoD builds.
In the beginning, kill the luxon warriors who rush you to get the MM minions up. Roam around and keep killing the siege turtles (try and leave as many rangers alive as possible....they become allies in the second part). This is the easy part, by the time turtles are dead, both of your MMs should have a supply of minions up.
Take all three juggernauts and put them at the south gate i.e. the gate which is hit by 2 bosses near the end of the mission. Flag one MM (the one with the lower number of minions) to stand behind the juggernauts and in reach of Mhenlo. Flag one Ele to stand behind this MM.
Flag your second ele on the other gate with the same approach i.e. MM at front, 3 eles behind him and the monk at the very end. Now you as one real monk needs to run from one end to the other depending on how the situation develops. Also heal the luxon rangers/warriors who have survived.
Once you see two bosses rushing the south gate, leave the MM and one ele at the other gate and take the rest of the team to the gate being protected by the juggernauts (keep an eye out for when a juggernaut dies.....then immediately talk to the resurrected juggernaut and take it back to the gate).
Hopefully this should help.
I suggest 2 Jagged Bones MM heroes with 16 in death magic and 4 damage dealers, could be SF eles with Meteor Shower/Rodgort or SS Necros. Both of you being real monks should spec out as pure heal. I suggest Healers Boon or LoD builds.
In the beginning, kill the luxon warriors who rush you to get the MM minions up. Roam around and keep killing the siege turtles (try and leave as many rangers alive as possible....they become allies in the second part). This is the easy part, by the time turtles are dead, both of your MMs should have a supply of minions up.
Take all three juggernauts and put them at the south gate i.e. the gate which is hit by 2 bosses near the end of the mission. Flag one MM (the one with the lower number of minions) to stand behind the juggernauts and in reach of Mhenlo. Flag one Ele to stand behind this MM.
Flag your second ele on the other gate with the same approach i.e. MM at front, 3 eles behind him and the monk at the very end. Now you as one real monk needs to run from one end to the other depending on how the situation develops. Also heal the luxon rangers/warriors who have survived.
Once you see two bosses rushing the south gate, leave the MM and one ele at the other gate and take the rest of the team to the gate being protected by the juggernauts (keep an eye out for when a juggernaut dies.....then immediately talk to the resurrected juggernaut and take it back to the gate).
Hopefully this should help.
bungusmaximus
I'm a fan of the SS variant of the above. That afflicted maaka boss is such an enormous a-hole and [skill]Enfeebling Blood[/skill] really helps toning him down.
He caused my team to wipe except two players, who quickly rezzed us up and we got masters nonetheless, close one.
Also a big fan of [skill]aegis[/skill] because these afflicted rangers try to daze you with broad head arrow.
He caused my team to wipe except two players, who quickly rezzed us up and we got masters nonetheless, close one.
Also a big fan of [skill]aegis[/skill] because these afflicted rangers try to daze you with broad head arrow.
Cymmina
Quote:
Originally Posted by VorianVader
Roam around and keep killing the siege turtles (try and leave as many rangers alive as possible....they become allies in the second part).
**DON'T** kill the siege turtles. Only kill the first and last one. It's a crap shoot half the time, but they, too will become allies once the Afflicted come. You will need 2 hero or 2 player monks to keep the tree singers healed if you do it this way or the turtles will kill them.
yarddog
i did eternal grove saturday with the following set up, Hard Mode and got masters.
me> barrage ranger> bring FW,poison,barrage,TD,rebirth,troll,interupt shot
talkorha> full protect monk (shield regeneration-elite)
warrior> alliance member
oilias> MM
we took the south entrance, had the warrior body block the entrance, i barraged, and oilas minioned. after the first wave, i was able to bow the siege turtles from the main compound and never set foot outside(west and south only). the turtles fell pretty fast when poisoned.
the north entrance was done with :
warrior> guild member
mesmer< yes a mesmer> alliance member
olias> mm
dunkaro> heal/prot monk
well the team on the north side did ok, they managed quite well.
the key was being able to kill the turtles from the compound, well atleast the west and south ones. i was able to sneak out, (north) move along the very rite edge and flatbow the turtle from behind. i then went back into the compund and kill the group of rangers from the compund on the west side to trigger the cut scene. the rest was standard hack and slash as the afflicted came, we did group together when possible, so as not to get over run.
me> barrage ranger> bring FW,poison,barrage,TD,rebirth,troll,interupt shot
talkorha> full protect monk (shield regeneration-elite)
warrior> alliance member
oilias> MM
we took the south entrance, had the warrior body block the entrance, i barraged, and oilas minioned. after the first wave, i was able to bow the siege turtles from the main compound and never set foot outside(west and south only). the turtles fell pretty fast when poisoned.
the north entrance was done with :
warrior> guild member
mesmer< yes a mesmer> alliance member
olias> mm
dunkaro> heal/prot monk
well the team on the north side did ok, they managed quite well.
the key was being able to kill the turtles from the compound, well atleast the west and south ones. i was able to sneak out, (north) move along the very rite edge and flatbow the turtle from behind. i then went back into the compund and kill the group of rangers from the compund on the west side to trigger the cut scene. the rest was standard hack and slash as the afflicted came, we did group together when possible, so as not to get over run.
bifter
This mission is hard.
Tried it a different way today and wiped fairly spectactularly (and repeatedly), might have to try the stacking the south gate with juggernauts approach next time.
Tried it a different way today and wiped fairly spectactularly (and repeatedly), might have to try the stacking the south gate with juggernauts approach next time.
Cebe
Yep, attempted this last night several times with no success. Took us a while to realise the best tactic is only to kill the middle siege turtles. We got pretty far one time but Maaka decided one of the singers was going to die and that it was party-wipe time...
With just 2 left for Guardian of Cantha this mission is going to prove REALLY frustrating.
With just 2 left for Guardian of Cantha this mission is going to prove REALLY frustrating.
bifter
Just henched it man!
Very hard, very intense... I need a lie down now.
In the end I rushed out and killed the middle turtle with everyone, then rushed back to base. Led juggernauts to north gate and mopped up a few patrols, then I left a MM in the base (in the middle so he could see both gates), and flagged my team out to kill the south turtle, then the north turtle. I floated between running out and helping them when I could, and staying in the base to blind attackers (blinding flash + epidemic on my invoker build). When the second west turtle came, I ran straight out with the whole team to kill it. Unfortunately couldn't keep many rangers alive.
When the afflicted came, I left Olias + juggernauts on the north gate, rest of the team on the south, flagged behind the luxons so they healers didn't run right out of the gate. Then it became chaotic, blind luck. I floated between the two gates again, spammed calls on Makala like crazy, spent most time south. Took a few deaths here, but got them back up and the masses of NPC healers means that they usually get spike healed fast if they haven't gone out of the gates.
At this point I had to flag the whole team to run from one gate to the other as necessary. One thing that's nice is that the afflicted prefer to attack you rather than the treesingers, so once makala is down then you can fight in the middle and pull the stragglers from both sides into a single group.
It's easier after that, but the last group still made me nervous - hard to kill the rit boss while there is something else alive, so I kept the assassin blinded, and he get degened to death by tanking jagged horrors, and focused fire on the rit. Took a long time for them both to die though.
I went with Olias (jagged bomber MM), MoW (SS / Mark of Pain / Enfeebling Blood / Serpents Quickness), Razah (explosive growth / boon of creation MM) and jamei, karl, lukas and erys vasburg.
Damn, I'm glad that's out of the way - just Gyala to go now.
Very hard, very intense... I need a lie down now.
In the end I rushed out and killed the middle turtle with everyone, then rushed back to base. Led juggernauts to north gate and mopped up a few patrols, then I left a MM in the base (in the middle so he could see both gates), and flagged my team out to kill the south turtle, then the north turtle. I floated between running out and helping them when I could, and staying in the base to blind attackers (blinding flash + epidemic on my invoker build). When the second west turtle came, I ran straight out with the whole team to kill it. Unfortunately couldn't keep many rangers alive.
When the afflicted came, I left Olias + juggernauts on the north gate, rest of the team on the south, flagged behind the luxons so they healers didn't run right out of the gate. Then it became chaotic, blind luck. I floated between the two gates again, spammed calls on Makala like crazy, spent most time south. Took a few deaths here, but got them back up and the masses of NPC healers means that they usually get spike healed fast if they haven't gone out of the gates.
At this point I had to flag the whole team to run from one gate to the other as necessary. One thing that's nice is that the afflicted prefer to attack you rather than the treesingers, so once makala is down then you can fight in the middle and pull the stragglers from both sides into a single group.
It's easier after that, but the last group still made me nervous - hard to kill the rit boss while there is something else alive, so I kept the assassin blinded, and he get degened to death by tanking jagged horrors, and focused fire on the rit. Took a long time for them both to die though.
I went with Olias (jagged bomber MM), MoW (SS / Mark of Pain / Enfeebling Blood / Serpents Quickness), Razah (explosive growth / boon of creation MM) and jamei, karl, lukas and erys vasburg.
Damn, I'm glad that's out of the way - just Gyala to go now.
Sophitia Leafblade
Congrats Bruto, dont worry Gyala is easy u should get that 1st time
bifter
Thanks, and yep - it wasn't too bad at all - just did it with guildies.
Think I'll take a bit of a rest from title chasing for a week or two now. :s
Think I'll take a bit of a rest from title chasing for a week or two now. :s
AlienFromBeyond
Really? The times I've tried to do it I just get smashed at the first group. I was doing the long way around of killing everything from the back up, as opposed to doing the mission normally. I've been following Guildwiki's instructions for the mission, any tips/hints for it?
Hopefully when I try Eternal Grove it shouldn't be too hard, as I've got a great alliance full of people who do HM.
Hopefully when I try Eternal Grove it shouldn't be too hard, as I've got a great alliance full of people who do HM.
bifter
I used to go the back way at Gyala in HM, but I went with a guildie this time who insisted that it's better to start halfway (north of the beach / big shell), just past where the first ambush for the moving convoy spawns, and work down. He's right, the groups are smaller and the new group spawns less evil. You can get a minion army rolling (2* MM) before you tackle those big groups south of the beach. Go as if you were going to go the back way all the way down, but cut back in halfway. MM with heal area and karei's healing circle makes clumping henchies suffer far less from churning earth by the way, and also really helps out the baby turtles when you eventually get to them.
fleshharvest
Oiy, this mission is the bane of my existance. I've tried it with guildies at least 10 times now. We've got the 2 minion masters, we've got 2 searing flames/meteor shower eles. I myself am an assassins promise boa sin... minus boa + crit agility. And we have a barrage/splinter weapon ranger. I've done everything I could think of. Put Mark of Pain on the MMs. Flagged 1 mm and had an ele right behind him with 3 juggs on the right gate. While the rest of the team fought on the left. We wipe every time. Our hero monks are now setup as ZB prot... which seems retarded to me, because of the Order of Apostasy floating around. Do any of you have any suggestions as to builds for the monks? Our problem seems to be energy. That and we can't seem to kill anything fast enough, despite the 2 kills per 30 seconds by me, and the massive aoe.
fleshharvest
Nevermind, we got it. Dropped a ranger for a bipper. And used jagged bones and death nova on the mms.
chowmein69
i beated this mission today with this team set up
2 warrior
2LoD monk
2 NUke
2 MM
so 1 on each side and the side where warrior boss spawns had 2 juggernaut and other side had 1..
we kill the turtles asap and then the rangers . the afflicted part we had 1 on each side and then we just killed them . the warrior boss was the painfullest . so 1 side clear all there enemys and if theres other enemy on other side , they come and help us kill them and return to the position . then you juust kill evrything .at the end when only 1 group remains , we wait for the 2 warrior to come and then we took them out and then we just all atttacked the rit and sin boss.
2 warrior
2LoD monk
2 NUke
2 MM
so 1 on each side and the side where warrior boss spawns had 2 juggernaut and other side had 1..
we kill the turtles asap and then the rangers . the afflicted part we had 1 on each side and then we just killed them . the warrior boss was the painfullest . so 1 side clear all there enemys and if theres other enemy on other side , they come and help us kill them and return to the position . then you juust kill evrything .at the end when only 1 group remains , we wait for the 2 warrior to come and then we took them out and then we just all atttacked the rit and sin boss.
Shaiel
We did it today with:
North: MM, Heal/Prot Monk, Triple Splinter Ranger, Promise Nuker Ele
South: MM, Heal/Prot Monk, Mantra of Recovery Me/E nuker, SF Ele
It was hellafun, probably the best time I've had in a GW mission in a very long time. It did take us three tries though - the first time, we were getting used to the mission and just played a bit too poorly. The second time, we near-wiped on Maeka's group with one party member surviving, and he couldn't res us fast enough to recover.
All we did really was go out and nuke the bejesus out of everything as if we were on normal mode. Promise nuking worked very well for my group, with the ranger spiking the called targets to help trigger Promise so another MS could be dropped on whatever group we were fighting, and another, and another, and so on. Ending a fight with 40 exhaustion is worth it when you get to land four MSes on a siege turtle
In the end bit, with all the afflicted, we just put the juggernauts on the steps (one north, two south) and they and the minions clumped the enemies very nicely for us nukers to nuke. Not to say we didn't have the expected level of running around screaming and frantic ressing as we were pounded into the floor, but with two prot/heal monks both with prot spirit and spirit bond, we handled it well enough to finish the mission with Masters and surprisingly little DP.
North: MM, Heal/Prot Monk, Triple Splinter Ranger, Promise Nuker Ele
South: MM, Heal/Prot Monk, Mantra of Recovery Me/E nuker, SF Ele
It was hellafun, probably the best time I've had in a GW mission in a very long time. It did take us three tries though - the first time, we were getting used to the mission and just played a bit too poorly. The second time, we near-wiped on Maeka's group with one party member surviving, and he couldn't res us fast enough to recover.
All we did really was go out and nuke the bejesus out of everything as if we were on normal mode. Promise nuking worked very well for my group, with the ranger spiking the called targets to help trigger Promise so another MS could be dropped on whatever group we were fighting, and another, and another, and so on. Ending a fight with 40 exhaustion is worth it when you get to land four MSes on a siege turtle
In the end bit, with all the afflicted, we just put the juggernauts on the steps (one north, two south) and they and the minions clumped the enemies very nicely for us nukers to nuke. Not to say we didn't have the expected level of running around screaming and frantic ressing as we were pounded into the floor, but with two prot/heal monks both with prot spirit and spirit bond, we handled it well enough to finish the mission with Masters and surprisingly little DP.
jimmyboveto
Well, after going at it with the same build for around 3 hours... I have decided that even if you are set up well, there is still on factor that you can't control--LUCK. But, if you want the build we used, we were...
2 Wars(humans)
2 Monks(humans)(HB)(ZB)
2 Eles(SF heroes)
2 MM(heroes)
Ok, so basically for the first part you keep your monks in the base to heal the left and right turtles while the wars go out alone to kill the middle turtles. The HB monk should support them while they do this with HP. The reason you ONLY kill the middle turtles is because if you leave the side ones alone, they too will become your allies along with all their ranger buddies. Ok, for the 2nd part... make sure you have something to tone maaka down a bit. We decided to put enfeebling blood on our mm's, which ended up helping a lot. However, he still hits well above 100 while weekend(better then 300!). The 2nd wave of afflicted shouldn't give you too much trouble, just normal with no bosses. Finally, the 3rd wave is almost a joke. There are very few enemies except for the bosses. When the left team is done dispatching their few enemies, they should come over and help the right team out.
It's also very important to let your wars tank. Stay out of their agro range at first until the enemies are on to them. However, you have to be careful while doing this, in our team the 2 wars brought defy pain so they could deal with the middle turtle by themselves and semi-tank while holding agro.
With a little luck and a lot of time, you should be able to get through it. I doubt too many would disagree when I say this is probably one of the most difficult PvE experiences in the game.
2 Wars(humans)
2 Monks(humans)(HB)(ZB)
2 Eles(SF heroes)
2 MM(heroes)
Ok, so basically for the first part you keep your monks in the base to heal the left and right turtles while the wars go out alone to kill the middle turtles. The HB monk should support them while they do this with HP. The reason you ONLY kill the middle turtles is because if you leave the side ones alone, they too will become your allies along with all their ranger buddies. Ok, for the 2nd part... make sure you have something to tone maaka down a bit. We decided to put enfeebling blood on our mm's, which ended up helping a lot. However, he still hits well above 100 while weekend(better then 300!). The 2nd wave of afflicted shouldn't give you too much trouble, just normal with no bosses. Finally, the 3rd wave is almost a joke. There are very few enemies except for the bosses. When the left team is done dispatching their few enemies, they should come over and help the right team out.
It's also very important to let your wars tank. Stay out of their agro range at first until the enemies are on to them. However, you have to be careful while doing this, in our team the 2 wars brought defy pain so they could deal with the middle turtle by themselves and semi-tank while holding agro.
With a little luck and a lot of time, you should be able to get through it. I doubt too many would disagree when I say this is probably one of the most difficult PvE experiences in the game.
havok019
My Brother and I just did this last night.
He's a monk and I'm a warrior. We each took a Jagged Bones MM, Fire ele (he took Searing Flames I think, I took Savannah Heat --> Don't get fire bonus when they aren't together). He took Koss and I took Dunkuro. We put some mesmer interrupts on some of the heroes including Power Drain and Leech on Dunk.
What finally worked for us was each taking 2 juggernauts and putting them just at the edge of the gates. Flagged heroes behind gates and just played it out. MM's get lots of bodies, eles light em up and hopefully you will be able to heal em all. Warrior engages stragglers that Juggernaughts miss.
The Juggers will die, you will need to run back up the hill and bring the juggers back to the gates when you get a bit of a break. It was actually fairly easy once we got this system down. Juggers at the gates are the key.
He's a monk and I'm a warrior. We each took a Jagged Bones MM, Fire ele (he took Searing Flames I think, I took Savannah Heat --> Don't get fire bonus when they aren't together). He took Koss and I took Dunkuro. We put some mesmer interrupts on some of the heroes including Power Drain and Leech on Dunk.
What finally worked for us was each taking 2 juggernauts and putting them just at the edge of the gates. Flagged heroes behind gates and just played it out. MM's get lots of bodies, eles light em up and hopefully you will be able to heal em all. Warrior engages stragglers that Juggernaughts miss.
The Juggers will die, you will need to run back up the hill and bring the juggers back to the gates when you get a bit of a break. It was actually fairly easy once we got this system down. Juggers at the gates are the key.