Dunes of Despair hard mode
Tahlia Tane
So I've been trying to do this but it seems impossible. The way I tried to do it (with people, not hench/hero) is split up the team 3/3 and go at the bosses while the others stay with the Ghost Hero. Even then, it's nearly impossible. I don't do enough damage at the bosses and the Ghost Hero is taking way too much damage even though there monks who are with him.
Did anyone complete this mission on hardmode? If so, what was your team like? Mine was W, R, R, Mo, Mo, E.
The first boss I encountered was the monk boss. A level 30 monk. Jesus Christ, how do you defeat that, even with a full 6/6 team going at it? Ughhh.
Did anyone complete this mission on hardmode? If so, what was your team like? Mine was W, R, R, Mo, Mo, E.
The first boss I encountered was the monk boss. A level 30 monk. Jesus Christ, how do you defeat that, even with a full 6/6 team going at it? Ughhh.
payne
did this missions quite easily actually...had 3 monks 1 nuker ele 1 BHA ranger (me) and a rit!
had the rit running as a WoR restoration healer, and 1 monk running as bonder (both these stayed behind with the hero and kept him alive) while the nuker me and 2 monks went and did the bonus...monks with me were LoD and healing light hybrids!
worked very well and completed it easily without the 'hero taking really any threatening damage!
had the rit running as a WoR restoration healer, and 1 monk running as bonder (both these stayed behind with the hero and kept him alive) while the nuker me and 2 monks went and did the bonus...monks with me were LoD and healing light hybrids!
worked very well and completed it easily without the 'hero taking really any threatening damage!
Tarkin
This one chill my spine...
I make 21/25 missons with just henchs...
I need:
Aurora Glade, easy with a second human (but i have my pride, i will make with with henchs)
D'Alessio Seaboard, discover how make it easy last nite, fail because confesor die from a nowhere attack...
Thirsty River, this one chill my spine...
and
Dunes of Despair, a bit hard because the bonus...
First make the mission all stay with ghost easy...
Return with a bonder, the bonder stay with ghost the other make the bonus, better if the bonder a human but you can do it with a hero...
I try the teleport trick, but i cant see no more scarbs close of the walls to pull and use necrotic...
i can join you, but now i and my heros make 21/25, i will try 15/15 with them...
wiki is your friend http://gw.gamewikis.org/wiki/Dunes_o..._%28Mission%29
I make 21/25 missons with just henchs...
I need:
Aurora Glade, easy with a second human (but i have my pride, i will make with with henchs)
D'Alessio Seaboard, discover how make it easy last nite, fail because confesor die from a nowhere attack...
Thirsty River, this one chill my spine...
and
Dunes of Despair, a bit hard because the bonus...
First make the mission all stay with ghost easy...
Return with a bonder, the bonder stay with ghost the other make the bonus, better if the bonder a human but you can do it with a hero...
I try the teleport trick, but i cant see no more scarbs close of the walls to pull and use necrotic...
i can join you, but now i and my heros make 21/25, i will try 15/15 with them...
wiki is your friend http://gw.gamewikis.org/wiki/Dunes_o..._%28Mission%29
Tahlia Tane
I tried the thing with the bonder staying at the ghost hero, it didn't work either. Eventually the monk took too much damage and died, and then the ghost hero died too.
Tarkin
Quote:
Originally Posted by Tahlia Tane
I tried the thing with the bonder staying at the ghost hero, it didn't work either. Eventually the monk took too much damage and died, and then the ghost hero died too.
O.O
get the ward staff at west and put it in ramp this will slow foes, use the enchant to boost healing in ghost and use the enchant to boost your healing and use heal party... or daynas kiss... and run back... healing seed...
get the ward staff at west and put it in ramp this will slow foes, use the enchant to boost healing in ghost and use the enchant to boost your healing and use heal party... or daynas kiss... and run back... healing seed...
Tahlia Tane
Well, nevermind that, I can't find people anymore.
This shit is just too hard. JESUS CHRIST!!!
This shit is just too hard. JESUS CHRIST!!!
the_jos
Well, try doing mission and bonus seperate.
First bonus with necrotic traversal (on self and all heroes).
When you have bonus you prepare a team dedicated to protecting the ghost.
That's bonder (barrier and life bond) and healer with mending and other +health maintainable enchantments.
Put the ghostly on the altar with the enchantments on and stay far on the ramp while the ghostly tanks all damage.
A human monk with Seed of Life will ease things even more.
First bonus with necrotic traversal (on self and all heroes).
When you have bonus you prepare a team dedicated to protecting the ghost.
That's bonder (barrier and life bond) and healer with mending and other +health maintainable enchantments.
Put the ghostly on the altar with the enchantments on and stay far on the ramp while the ghostly tanks all damage.
A human monk with Seed of Life will ease things even more.
Shyft the Pyro
I love Tyria. I love it so much that, back before Factions came out, I decided to walk the corners of all areas and do all bonuses to have the best possible map of the continent. Unfortunately, this meant that I had to map and do bonus in Dunes of Despair, all before there were ever heroes or henchman controls. I can't say how many times I've gone through the mission, but I know it's been a lot. Most of the stuff I've noticed is probably already recorded elsewhere (try guildwiki.org), but here are the relevant parts of it nonetheless.
1. After you clear the boss mob that comes charging through the west gate, you are pretty much free to do as you please. Nothing else will come unless you move far enough south to do the bonus. This means you can try to catch the boss somewhere along its route to take it out early and give yourself even more time to rush off south, but you'll probably spawn scarab popups outside the west gate if you do so and cost yourself more time, which I wouldn't recommend.
2. The biggest problem with the HM bonus is the mob of necromancers that will charge the Ghostly the moment you kill the first general. What you basically need is a way to kill the remaining two generals before the necromancers overwhelm the healer you left to tend for the Ghostly Hero. Needless to say, in HM this window of opportunity is even smaller due to the innate damage resistance and speed boosts.
3. After trying and failing to accomplish the HM bonus the way I did the normal one - by outracing that necromancer mob - I resigned myself to using the corpse exploit approach. I brought a bow and a vampiric weapon; I flagged my henchies back and pulled the first general; I flagged my monk hero closer so I wouldn't die and my SF hero next to me on the cliff so I'd have more firepower, and the boss went down. Then, I used Necrotic Traversal, disabled all skills on both my monk and MM heroes, flagged them close and watched them bleed out with the one vampiric weapon I "passed around" through my inventory. I believe I may have spawned a scarab which was quickly killed and allowed my MM hero to join me outside the fort, but the two others had to be Rebirthed (Sunspear Rebirth Signet is awesome). I then proceeded to move north along the eastern wall of the fort, flagged my henchies into some scarab popups, and had them rebirthed as well. With a few minions from scarab popups on my own side of the cliff, the remaining generals went down quite easily.
Mind you, I did not succeed on my first try. The first time, I pulled and killed the boss but forgot to disable my MM's skills, so he made a minion right after I re-flagged everyone onto the cliff. The second time, the boss was too far for me to pull with the bow. So, as they say, "your mileage may vary."
1. After you clear the boss mob that comes charging through the west gate, you are pretty much free to do as you please. Nothing else will come unless you move far enough south to do the bonus. This means you can try to catch the boss somewhere along its route to take it out early and give yourself even more time to rush off south, but you'll probably spawn scarab popups outside the west gate if you do so and cost yourself more time, which I wouldn't recommend.
2. The biggest problem with the HM bonus is the mob of necromancers that will charge the Ghostly the moment you kill the first general. What you basically need is a way to kill the remaining two generals before the necromancers overwhelm the healer you left to tend for the Ghostly Hero. Needless to say, in HM this window of opportunity is even smaller due to the innate damage resistance and speed boosts.
3. After trying and failing to accomplish the HM bonus the way I did the normal one - by outracing that necromancer mob - I resigned myself to using the corpse exploit approach. I brought a bow and a vampiric weapon; I flagged my henchies back and pulled the first general; I flagged my monk hero closer so I wouldn't die and my SF hero next to me on the cliff so I'd have more firepower, and the boss went down. Then, I used Necrotic Traversal, disabled all skills on both my monk and MM heroes, flagged them close and watched them bleed out with the one vampiric weapon I "passed around" through my inventory. I believe I may have spawned a scarab which was quickly killed and allowed my MM hero to join me outside the fort, but the two others had to be Rebirthed (Sunspear Rebirth Signet is awesome). I then proceeded to move north along the eastern wall of the fort, flagged my henchies into some scarab popups, and had them rebirthed as well. With a few minions from scarab popups on my own side of the cliff, the remaining generals went down quite easily.
Mind you, I did not succeed on my first try. The first time, I pulled and killed the boss but forgot to disable my MM's skills, so he made a minion right after I re-flagged everyone onto the cliff. The second time, the boss was too far for me to pull with the bow. So, as they say, "your mileage may vary."
Tahlia Tane
This is lame. The necro traversal nonsense is almost like cheating. It's just LAME!
Shyft the Pyro
Quote:
Originally Posted by Tahlia Tane
This is lame. The necro traversal nonsense is almost like cheating. It's just LAME!
Yes, I know, and it makes me sad to think I had to resort to it in order to complete the mission on HM... but on the other hand, this is probably what you'll have to do if you're stuck with heroes and henchmen.
Think of it as a "necessary evil" if you must
Think of it as a "necessary evil" if you must
Sophitia Leafblade
Quote:
Originally Posted by Tahlia Tane
Quote: Originally Posted by Tarkin This one chill my spine...
I make 21/25 missons with just henchs...
I need:
Aurora Glade, easy with a second human (but i have my pride, i will make with with henchs)
Auroura Glade isnt too hard solo but ull need Alot of Firepower and Alot of Damage taking and somesort of slowdown skill if your going. Try to get the enemy to target the middle Point while not having it as the lack captured point, they normally target the last point you captured) this makes the mobs more spread out and managable and less chance of the large mob accentally being pulled.
Quote: Originally Posted by Tarkin D'Alessio Seaboard, discover how make it easy last nite, fail because confesor die from a nowhere attack... Delessio is too hard sounds like you almost acomplished it. After the mission updates after protecting Dorian and you continue on after a few minutes there is a group that will attack him weather your there or not and they suceed in overpowering him fairly fast if your dont return to him. The Best thing to do is once the mission updates take the other path (to the right on the map) and clear out any spawns/Pop ups. Then continue on as normal and if You see Dorians health drop slightly (you shouldnt if youve cleared all the pop-ups etc.) then run run run to join him.
Quote:
Agree, you tell my tatic do make this mission solo here this work, but, finish it last nite, lost patience and call a friend we make it faster, while he run crystals i past behind foes, kill bonus and return to help with crystal, very easy...
Originally Posted by Tarkin
Thirsty River, this one chill my spine...
Thirsty River isnt hard, we suceeded on it with 2 Monks (1 heal 1 protect), 2 Rangers (1 Barrage 1 Glass Arrows) and 2 Necros ( 1 MM and 1 SS) my friend hadnt yep capped any elite other than Barrage and had only about 12 skills unlocked in total (all Tryian) If he had glass arrows or Broad Head it would have been even easier.
Auroura Glade isnt too hard solo but ull need Alot of Firepower and Alot of Damage taking and somesort of slowdown skill if your going. Try to get the enemy to target the middle Point while not having it as the lack captured point, they normally target the last point you captured) this makes the mobs more spread out and managable and less chance of the large mob accentally being pulled.
Simply Take out as much of the patrols as you can, then with about 40 secs to go Target Everything on the priests and then mop up. In area 2 go to the left group 1st, then at 1:45, or 3:45 (depending on how long you take) move onto the next group. In the last area take on the right hand group 1st (the one at the top of the map) move closish to the King to Cover him but make sure your on the Hill so you dont agroo the patrol from the Monks group. As before Kill Patrols till about 40 secs before respawn, take out priest, mop up. Next go for the Monk Group to remove the Threat of the Patrol, Attack them at 1:45 or 3:45 depending on your speed, kill the 1st patrol group, them move inside, get someone to target the Monk Boss to keep him ocupied healing himself and then use everything on the priest. Once the preist is down mop up, normally by taking the Boss out next. Then at 3:45, 5:45 or 7:45 move on to the last group using the same tactics as before. Quote:
Agree...
You need a human bonder to make it... while the rest go for the bonus... Quote: |
You can teleport in this mission too, if a pig closer the last gate... i read the foes dont spwan you can kill the bonus and finish mission...
Quote:
Made it last nite before read it, the trick is dont go for bonus path go for no bonus path, this trigger a diferent foe spaw, easier... if you go for bonus path this trigger a spaw closer of dorian, this kill the NPC warrior and you will must run to save dorian...
Ok you finish this part, now kill all foes around... to avoid the further attack to dorian, return and go for bonus way... better if you clean path to bonus before get the urn, if you die you will drop urn and it not spaw again and you must start again... easy i you kown how... everrrrrr focus monks... and spread team to avoid aeo spells...
Quote:
Originally Posted by Sophitia Leafblade
Thirsty River isnt hard, we suceeded on it with 2 Monks (1 heal 1 protect), 2 Rangers (1 Barrage 1 Glass Arrows) and 2 Necros ( 1 MM and 1 SS) my friend hadnt yep capped any elite other than Barrage and had only about 12 skills unlocked in total (all Tryian) If he had glass arrows or Broad Head it would have been even easier. Simply Take out as much of the patrols as you can, then with about 40 secs to go Target Everything on the priests and then mop up. In area 2 go to the left group 1st, then at 1:45, or 3:45 (depending on how long you take) move onto the next group. In the last area take on the right hand group 1st (the one at the top of the map) move closish to the King to Cover him but make sure your on the Hill so you dont agroo the patrol from the Monks group. As before Kill Patrols till about 40 secs before respawn, take out priest, mop up. Next go for the Monk Group to remove the Threat of the Patrol, Attack them at 1:45 or 3:45 depending on your speed, kill the 1st patrol group, them move inside, get someone to target the Monk Boss to keep him ocupied healing himself and then use everything on the priest. Once the preist is down mop up, normally by taking the Boss out next. Then at 3:45, 5:45 or 7:45 move on to the last group using the same tactics as before. lol man again my tatic... i will chance my team for rangers... and try it... mission is not hard but... but the timer at end... Quote:
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