Divinity Coast HM
ANTICANCER
i have been trying this mission all day and its really getting annoying. Does and have any strategy to get to the last chosen to keep him alive? He keeps dying before we can get there.
Pendraig
Really depends on your personal\party build and nature of your healing support. A warrior primary should equip "Charge" for a party-wide speed buff. Then your monks need to heal the chosen *fast*. Human monks don't have much problem with this, the AI now ... that's a different story.
Suggestions:
1. Charge for party-wide speed buff
2. Human monk or micro-manage hero monks to save the chosen.
Suggestions:
1. Charge for party-wide speed buff
2. Human monk or micro-manage hero monks to save the chosen.
Pendraig
Really depends on your personal\party build and nature of your healing support. A warrior primary should equip "Charge" for a party-wide speed buff. Then your monks need to heal the chosen *fast*. Human monks don't have much problem with this, the AI now ... that's a different story.
Suggestions:
1. Charge for party-wide speed buff
2. Human monk or micro-manage hero monks to save the chosen.
Suggestions:
1. Charge for party-wide speed buff
2. Human monk or micro-manage hero monks to save the chosen.
Shyft the Pyro
Divinity Coast bonus is a matter of luck as well as knowing what to do. Depending on the spawns, you could face a problem with any of the four Chosen after the first one (who is conveniently close to the Eye's starting point). Here's the rundown:
A) Chosen #2, who gives the bonus. To get to him in time, bring a speed boost and a healing spell to outheal the damage from the chickens pecking at him or a protection/incapacitation spell like Guardian or Enfeebling Blood to reduce the damage. I did this by giving a monk hero Storm Djinn's Haste, which outlasts its recharge even with a minimal three-point investment into Air Magic. To make sure he got there on time, I flagged him ahead as I ran.
B) Chosen #3, south of Chosen #2. Kill the patrol and rush south, flagging your monk hero. If you luck out - which you should - the patrols around him will be far enough away, perhaps even so much so that you'll grab him and head off without aggroing them. If not, you'll be close enough to heal him in time, but on the rare occasion that the patrols spawn right on top of him he might die on you.
C) Chosen #5, the last one on the way to Loamhurst. I always pick up this chosen before #4, who is to the south, because the heroes and henchies (and some of the less-than-stellar players I've dragged through the mission) always insist on getting stuck fighting the mobs that assail the merchants. Don't make the same mistake. Merchants are only there for morale bonus, which you don't need to finish the mission. Instead, use them to buy yourself and your team time as you rush to Chosen #5 and nuke or engage the mob that's attacking the merchant closest to him. This is the most dangerous part, because the Chosen you're dragging might get stuck on a merchant; if this happens, secure Chosen #5 first and then rush back to untangle them. Remember that you bypassed those merchants for a reason: to buy yourself time. Use this time to get Chosen #5. Bringing a minion master (especially of the Jagged Bones variety) should further engage the mobs on the merchants and help ensure even stuck Chosen survive.
D) Chosen #4. This is where it all comes down to luck. If the ettins spawn right on top of him, he will die before you can charge over. There's one spawn between you (looking from the spot of Chosen #5) and him, and another behind him; hit your speed boosts if you see him surrounded by enemies, even if that means running past the closer mob to get to him. Here, too, a minion master will slow down the mob you run past, but the most important thing is to get your monk hero close enough for the AI to recognize an ally is in danger and needs to be healed. Thankfully, the AI has been updated to do that, so you don't have to keep spamming "Need monk for bonus" like in the old days of "unbeatable" Thunderhead Keep
One final note of advice: Tyrian missions seem to account for the weakness of henchman AI by toning down mission difficulty. I've noticed a real difference in the number and quality of mobs when henching the missions for Hard Mode as opposed to taking actual human players with me, at least in the Kryta and Maguuma missions. In D'Alessio Seaboard, for example, my heroes were able to reach the Confessor in time with little trouble, while a PuG I was in failed to do so twice. Your results may vary, of course, but I believe my unscientific analysis
A) Chosen #2, who gives the bonus. To get to him in time, bring a speed boost and a healing spell to outheal the damage from the chickens pecking at him or a protection/incapacitation spell like Guardian or Enfeebling Blood to reduce the damage. I did this by giving a monk hero Storm Djinn's Haste, which outlasts its recharge even with a minimal three-point investment into Air Magic. To make sure he got there on time, I flagged him ahead as I ran.
B) Chosen #3, south of Chosen #2. Kill the patrol and rush south, flagging your monk hero. If you luck out - which you should - the patrols around him will be far enough away, perhaps even so much so that you'll grab him and head off without aggroing them. If not, you'll be close enough to heal him in time, but on the rare occasion that the patrols spawn right on top of him he might die on you.
C) Chosen #5, the last one on the way to Loamhurst. I always pick up this chosen before #4, who is to the south, because the heroes and henchies (and some of the less-than-stellar players I've dragged through the mission) always insist on getting stuck fighting the mobs that assail the merchants. Don't make the same mistake. Merchants are only there for morale bonus, which you don't need to finish the mission. Instead, use them to buy yourself and your team time as you rush to Chosen #5 and nuke or engage the mob that's attacking the merchant closest to him. This is the most dangerous part, because the Chosen you're dragging might get stuck on a merchant; if this happens, secure Chosen #5 first and then rush back to untangle them. Remember that you bypassed those merchants for a reason: to buy yourself time. Use this time to get Chosen #5. Bringing a minion master (especially of the Jagged Bones variety) should further engage the mobs on the merchants and help ensure even stuck Chosen survive.
D) Chosen #4. This is where it all comes down to luck. If the ettins spawn right on top of him, he will die before you can charge over. There's one spawn between you (looking from the spot of Chosen #5) and him, and another behind him; hit your speed boosts if you see him surrounded by enemies, even if that means running past the closer mob to get to him. Here, too, a minion master will slow down the mob you run past, but the most important thing is to get your monk hero close enough for the AI to recognize an ally is in danger and needs to be healed. Thankfully, the AI has been updated to do that, so you don't have to keep spamming "Need monk for bonus" like in the old days of "unbeatable" Thunderhead Keep
One final note of advice: Tyrian missions seem to account for the weakness of henchman AI by toning down mission difficulty. I've noticed a real difference in the number and quality of mobs when henching the missions for Hard Mode as opposed to taking actual human players with me, at least in the Kryta and Maguuma missions. In D'Alessio Seaboard, for example, my heroes were able to reach the Confessor in time with little trouble, while a PuG I was in failed to do so twice. Your results may vary, of course, but I believe my unscientific analysis
Danax
Pm me and i'll come with you =)
~Hunter Danax
~Hunter Danax
Suuk
Make sure you have an ele with blurred vision. When freeing a villager simply cast blurrerd. Depending on your party setup shield of judgement worked for me to save a villager under attack. So, first SOJ followed by blurred.
But most of the time it has to do with luck as shyft and others already pointed out. Also, going for number 5 first worked for me too.
Good luck!
But most of the time it has to do with luck as shyft and others already pointed out. Also, going for number 5 first worked for me too.
Good luck!
Cassandra Tanacel
Trick i used is to peg the heroes / hench onto the map position when out of range - when you get into range - they murder the ettins and keep the chosen alive. Works for the tengu chosen too
good luck!
good luck!
Carinae
I just did this one the other day, and yea, it took me 3 tries.
Forget about your monks. Go with a /mo secondary and take Mark of Protection. Run ahead and MoP the villagers when you see them appear in your party bar.
Problem solved.
Forget about your monks. Go with a /mo secondary and take Mark of Protection. Run ahead and MoP the villagers when you see them appear in your party bar.
Problem solved.
Evilsod
Yeah this mission can be a pita. Might be advisable for the monk to go Mo/A and use Dash. Did it a week or 2 ago on mine, didn't have much problem reaching the chosen in time with no speed boosts aslong as i went in first i was playing a Blessed SoR build so the Chosen survive easily once you get SoR and SoA on them.
Mister O
My build as a warrior, problem solved
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OQMU0ioS3qOIWAjhJoIX6rkEMOA
Chronos the Defiler
Quote:
Originally Posted by Cassandra Tanacel
Trick i used is to peg the heroes / hench onto the map position when out of range - when you get into range - they murder the ettins and keep the chosen alive. Works for the tengu chosen too
good luck! This is the method i used, first try finished it with no hassle.
Kist use you mini map to flag your heroes near the chosen while far away. Then once you get into range of the Chosen, the enemies spawn and the heroes defend while you make your way there.
good luck! This is the method i used, first try finished it with no hassle.
Kist use you mini map to flag your heroes near the chosen while far away. Then once you get into range of the Chosen, the enemies spawn and the heroes defend while you make your way there.