What is the worst mission in your opinion?
TheRaven
Personally, I hate any mission where 1 stupid player on a team of otherwise decent players can ruin the entire mission or bonus.
Ruins of Surmia -
Leader: "Ok everyone. Do not kill the ember bearers!"
Ele: "Ok"
Ranger: "sure, np"
Wammo: "huh? that's stupid!" <kills ember bearers>
The Wilds -
Leader: "Ok everyone. Do not aggro the centaurs!!"
Ele: "Ok"
Ranger: "sure, np"
Monk: "yeah, I need the bonus"
Wammo: "huh? that's stupid!" <kills centaurs>
Bloodstone Fen -
Leader: "Ok everyone. Do not kill the jungle guardians!"
Ele: "Ok"
Ranger: "sure, np"
Wammo: "huh? that's stupid!" <kills guardians>
My own personal opinions:
The Great Northern Wall - Easy. Average player can solo.
Fort Ranik - Very easy.
Ruins of Surmia - Easy with hero/hench. Annoying with a pug.
Nolani Academy - Rurik is annoying. Otherwise easy.
Borlis Pass - If your leader goes AFK, the mission cannot be completed. For [b]that reason alone, I really hate this one.
The Frost Gate - Too long. Too easy for an uncoordinated grp to get lost or separated.
Gates of Kryta - Yes! Smiting Monks are good for 1 thing!
D'Alessio Seaboard - Make that 2 things.
Divinity Coast - I hate this one. The bonus is very annoying. Especially with a pug that doesn't know the bonus.
The Wilds - See above. I really hate those centaurs. Too long and too easy to get lost.
Bloodstone Fen - Bonus is difficult to find without wiki.
Aurora Glade - I don't have a problem with this one. Most others do though.
Riverside Province - Very long bonus, but overall I enjoy this mission. My 1 pet peeve is that you need to completely ignore the mission objectives in the quest log to get the bonus.
Sanctum Cay - Should be a way to get both mission and bonus in 1 go. Overall it's easy to get either mission or bonus but not both.
Dunes of Despair - Copy and Paste the Sanctum Cay comment here.
Thirsty River - I enjoy this mission. Very easy IMO
Elona Reach - I don't like this one. Too easy to get mobbed.
Augury Rock - Very easy. Just use a gimmick build.
The Dragon's Lair - Great place to skill cap. Bonus is easy as long as your team is familiar with it and brings the appropiate skills.
Ice Caves of Sorrow - Very easy even if you aren't infused.
Iron Mines of Moladune - Very long, but not difficult.
Thunderhead Keep - Hero/Hench: Easy. Pug: Impossibly hard
Ring of Fire - I don't like this one. Only did it once.
Abaddon's Mouth - Verrrrrryyy long bonus! That ghost gal just walks too slow, plus you need to have cleared the path ahead of time. Also, make sure your entire pug is infused before starting.
Hell's Precipice - Not too bad with the appropiate skills and good pulling.
Minister Cho's Estate - Nice mission for newbies. Boring tutorial for older players. Would be nice to be able to turn off the tutorial.
Zen Daijun - I like it. Easy mission.
Vizunah Square - Mob central. Pray you have a good team on the other side.
Nahpui Quarter - I used to hate this mission. Now I like it. Easy to get masters with hero/hench or a competent pug.
Tahnnakai Temple - I like this one as well. Competent pulling wins.
Arborstone - Can we just ditch Danika at the start?
Boreas Seabed - Easy mission once you get past Argo.
Sunjiang District - I like this one as well. Never had a problem completing it.
The Eternal Grove - Yick! IMO, the hardest mission in factions.
Gyala Hatchery - 2nd hardest.
Unwaking Waters - Bring a bunch of casters and again pray for a good team on the other side.
Raisu Palace - Only did it once. Kinda long.
Imperial Sanctum - 8 Warriors = instant win.
Chahbek Village - Ok, honestly. If you didn't get masters here on your first try, just uninstall the game now.
Jokanur Diggings - Dang tablet stealers!
Blacktide Den - Too dark. Can't see a dang thing. Certainly can't find those swamp creatures I'm supposed to kill.
Consulate Docks - Easy
Venta Cemetery - Easy, but long. Put this one on that list of missions that 1 idiot can ruin. 7 competent players killing mobs. 1 jerk alerting the fortress.
Kodonur Crossroads - Pretty easy as long as you don't overaggro.
Rilohn Refuge - Bring Winter. Also annoying that bonus requires you to ignore mission objectives.
Pogahn Passage - I love it!!!!! (Star Wars fan)
Moddok Crevice - Dunkoro never listens to me! Why should I have to listen to him?
Tihark Orchard - One of my favorite missions. Nice break from the routine "kill everything in sight" mission. And if you fail you have no one to blame but yourself. (Yes, I do want to strangle the mime)
Dzagonur Bastion - Ugh. I hate this one. Masters is impossible for me.
Dasha Vestibule - I like it. Again a nice break from routine.
Grand Court of Sebelkeh - Only did it once. Didn't seem too bad.
Jennur's Horde - Not too bad if you know the spawn patterns. Just gotta be patient and take out the spawns when they pop up.
Nundu Bay - Well, I thought it was easy, but most in my guild disagree.
Gate of Desolation - I'm not too wild over wurms.
Ruins of Morah - Hated this one.
Gate of Pain - Just made it here for first time. Haven't attempted enough times yet to have an opinion.
Gate of Madness - Not there yet. Never seen it.
Abaddon's Gate - ditto.
Ruins of Surmia -
Leader: "Ok everyone. Do not kill the ember bearers!"
Ele: "Ok"
Ranger: "sure, np"
Wammo: "huh? that's stupid!" <kills ember bearers>
The Wilds -
Leader: "Ok everyone. Do not aggro the centaurs!!"
Ele: "Ok"
Ranger: "sure, np"
Monk: "yeah, I need the bonus"
Wammo: "huh? that's stupid!" <kills centaurs>
Bloodstone Fen -
Leader: "Ok everyone. Do not kill the jungle guardians!"
Ele: "Ok"
Ranger: "sure, np"
Wammo: "huh? that's stupid!" <kills guardians>
My own personal opinions:
The Great Northern Wall - Easy. Average player can solo.
Fort Ranik - Very easy.
Ruins of Surmia - Easy with hero/hench. Annoying with a pug.
Nolani Academy - Rurik is annoying. Otherwise easy.
Borlis Pass - If your leader goes AFK, the mission cannot be completed. For [b]that reason alone, I really hate this one.
The Frost Gate - Too long. Too easy for an uncoordinated grp to get lost or separated.
Gates of Kryta - Yes! Smiting Monks are good for 1 thing!
D'Alessio Seaboard - Make that 2 things.
Divinity Coast - I hate this one. The bonus is very annoying. Especially with a pug that doesn't know the bonus.
The Wilds - See above. I really hate those centaurs. Too long and too easy to get lost.
Bloodstone Fen - Bonus is difficult to find without wiki.
Aurora Glade - I don't have a problem with this one. Most others do though.
Riverside Province - Very long bonus, but overall I enjoy this mission. My 1 pet peeve is that you need to completely ignore the mission objectives in the quest log to get the bonus.
Sanctum Cay - Should be a way to get both mission and bonus in 1 go. Overall it's easy to get either mission or bonus but not both.
Dunes of Despair - Copy and Paste the Sanctum Cay comment here.
Thirsty River - I enjoy this mission. Very easy IMO
Elona Reach - I don't like this one. Too easy to get mobbed.
Augury Rock - Very easy. Just use a gimmick build.
The Dragon's Lair - Great place to skill cap. Bonus is easy as long as your team is familiar with it and brings the appropiate skills.
Ice Caves of Sorrow - Very easy even if you aren't infused.
Iron Mines of Moladune - Very long, but not difficult.
Thunderhead Keep - Hero/Hench: Easy. Pug: Impossibly hard
Ring of Fire - I don't like this one. Only did it once.
Abaddon's Mouth - Verrrrrryyy long bonus! That ghost gal just walks too slow, plus you need to have cleared the path ahead of time. Also, make sure your entire pug is infused before starting.
Hell's Precipice - Not too bad with the appropiate skills and good pulling.
Minister Cho's Estate - Nice mission for newbies. Boring tutorial for older players. Would be nice to be able to turn off the tutorial.
Zen Daijun - I like it. Easy mission.
Vizunah Square - Mob central. Pray you have a good team on the other side.
Nahpui Quarter - I used to hate this mission. Now I like it. Easy to get masters with hero/hench or a competent pug.
Tahnnakai Temple - I like this one as well. Competent pulling wins.
Arborstone - Can we just ditch Danika at the start?
Boreas Seabed - Easy mission once you get past Argo.
Sunjiang District - I like this one as well. Never had a problem completing it.
The Eternal Grove - Yick! IMO, the hardest mission in factions.
Gyala Hatchery - 2nd hardest.
Unwaking Waters - Bring a bunch of casters and again pray for a good team on the other side.
Raisu Palace - Only did it once. Kinda long.
Imperial Sanctum - 8 Warriors = instant win.
Chahbek Village - Ok, honestly. If you didn't get masters here on your first try, just uninstall the game now.
Jokanur Diggings - Dang tablet stealers!
Blacktide Den - Too dark. Can't see a dang thing. Certainly can't find those swamp creatures I'm supposed to kill.
Consulate Docks - Easy
Venta Cemetery - Easy, but long. Put this one on that list of missions that 1 idiot can ruin. 7 competent players killing mobs. 1 jerk alerting the fortress.
Kodonur Crossroads - Pretty easy as long as you don't overaggro.
Rilohn Refuge - Bring Winter. Also annoying that bonus requires you to ignore mission objectives.
Pogahn Passage - I love it!!!!! (Star Wars fan)
Moddok Crevice - Dunkoro never listens to me! Why should I have to listen to him?
Tihark Orchard - One of my favorite missions. Nice break from the routine "kill everything in sight" mission. And if you fail you have no one to blame but yourself. (Yes, I do want to strangle the mime)
Dzagonur Bastion - Ugh. I hate this one. Masters is impossible for me.
Dasha Vestibule - I like it. Again a nice break from routine.
Grand Court of Sebelkeh - Only did it once. Didn't seem too bad.
Jennur's Horde - Not too bad if you know the spawn patterns. Just gotta be patient and take out the spawns when they pop up.
Nundu Bay - Well, I thought it was easy, but most in my guild disagree.
Gate of Desolation - I'm not too wild over wurms.
Ruins of Morah - Hated this one.
Gate of Pain - Just made it here for first time. Haven't attempted enough times yet to have an opinion.
Gate of Madness - Not there yet. Never seen it.
Abaddon's Gate - ditto.
quickmonty
Any timed mission. I hate having to rush to beat a timer. Would rather do Madness, Gayla, or any of those other missions where you can take your time and set up for it.
Sleeper Service
oh yeah the bonus for Abaddons mouth, what were they thinking????
Cebe
Quote:
Originally Posted by TheRaven
.
Gate of Pain - Just made it here for first time. Haven't attempted enough times yet to have an opinion. |
I love to play Mesmer in that mission. I aught to try Echoing Power Block for it. You usually only get 2 [wiki]Terrorweb Dryder[/wiki]s at a time, and it's SO stupidly easy to interrupt both their Meteor Showers....and if you Power Blocked both of them instead of only one they would only be able to stand there looking stupid.
Ninna
last mission in prophecies - its too long
had so many pickup groups crumble on me due to mission length
missions in Nightfall or Factions gave me no real issues
had so many pickup groups crumble on me due to mission length
missions in Nightfall or Factions gave me no real issues
Elbereth Tiniquetil
The missions that I hate the most are any in the jungle but especially the mission that you need to beat the white mantle to the 3 gates. So hate that mission with PUGS.
I can almost never find a full team of real players to do this and when I do it’s hopeless to tri for the bonus. On average it takes 3 attempts with the same group before we all gel and get it perfect.
Have to say that most pug groups do stay and get better so not a complete downer.
btw my fav mission is thuderhead keep, best teamwork mission ever! easy with a guild group but more fun with a pug
I can almost never find a full team of real players to do this and when I do it’s hopeless to tri for the bonus. On average it takes 3 attempts with the same group before we all gel and get it perfect.
Have to say that most pug groups do stay and get better so not a complete downer.
btw my fav mission is thuderhead keep, best teamwork mission ever! easy with a guild group but more fun with a pug
Keifru
Gate of Pain by far is the worst for me.
It's also the last mission I need for protector >:|
It's also the last mission I need for protector >:|
Navaros
There is no worst mission. Every single mission in normal mode in Guild Wars is incredibly easy.
TheRaven
Quote:
Originally Posted by Keifru
Gate of Pain by far is the worst for me.
It's also the last mission I need for protector >:| |
TheRaven
double post. Gotta love the lag here.
Painbringer
Quote:
Originally Posted by TheRaven
Ok then. I would love to know your secret for Dzagonur Bastion. No matter how many times I attempt this one, at least one of the defenses falls before I can get my team over there to stop it.
|
Ruins of Surmia
Give those Fire bearers some running shoes they are sooooooooo slowwwwwwwwwwwww
Tijger
Quote:
Originally Posted by TheRaven
Ok then. I would love to know your secret for Dzagonur Bastion. No matter how many times I attempt this one, at least one of the defenses falls before I can get my team over there to stop it.
|
I've done it without too much difficulty by following the guide on Wiki, we got experts the first time (luck can be a factor as can the exact position of your heroes) and masters on the second.
Btw, the LB ranks and signet do impact the ease or difficulty of this one, doing it as Mighty LB was a hell of a lot faster and easier
Gate of Pain was pretty easy for us too, set up 1 interrupting ranger and equipped all heroes with mesmer interrupt signet plus Winter (you need to control the ranger putting it down) and our own meteor showers and it was a breeze.
mazey vorstagg
Quote:
Originally Posted by TheRaven
Ok then. I would love to know your secret for Dzagonur Bastion. No matter how many times I attempt this one, at least one of the defenses falls before I can get my team over there to stop it.
|
I've got masters NM. It wasn't too hard, we had to have 2 tries.
Basically, we had 3 human players and heroes to match them. When the mission starts you split into three and guard two of the bombards. Send all the whispers people to the other bombard. The third group of player+heroes does boss work.
We had something like
Group 1:
Earth Elementalist (player with solo build with sliver armor capable of soloing and killing the bosses)
Healing Monk hero
SF ele hero
Group 2:
Healing monk (player)
MM hero
SF hero
Group 3:
MM player
Healing monk Hero
I headed off a killed the bosses solo (or with help from the SF hero) when they spawned and my teammates held the fort's defenses. It's not too hard although for the monk boss you sometimes need the MM to come and help (and if he dies it's np for you, just means more hits to trigger Sliver Armor).
Just remember, plenty of MMs and SFs hold the fort and the bosses can be beaten solo or by a boost from the guards. Also, have the whisper guys all on one side and they should hold by themselves.
MisterB
Quote:
Originally Posted by TheRaven
Ok then. I would love to know your secret for Dzagonur Bastion. No matter how many times I attempt this one, at least one of the defenses falls before I can get my team over there to stop it.
|
The south will be unguarded, that is where you come in. For hero/hench, take the hench healers, Devona, some damage hench(Cynn, Herta, etc.)and one damage hero, plus yourself. You must proactively stop the attackers before they reach the catapults in south and center, and start killing bosses counter-clockwise from the South when there are no groups invading. Any time you see a group running to the catapults, stop what you are doing and pursue, unless you are defending one of course. 2 MMs + Devona's "Charge!" make this a whole lot easier.
This strategy is from wiki, and it does work with hero/hench.
edit:
Quote:
Originally Posted by TheRaven
Ruins of Surmia -
Leader: "Ok everyone. Do not kill the ember bearers!" Ele: "Ok" Ranger: "sure, np" Wammo: "huh? that's stupid!" <kills ember bearers> The Wilds - Leader: "Ok everyone. Do not aggro the centaurs!!" Ele: "Ok" Ranger: "sure, np" Monk: "yeah, I need the bonus" Wammo: "huh? that's stupid!" <kills centaurs> Bloodstone Fen - Leader: "Ok everyone. Do not kill the jungle guardians!" Ele: "Ok" Ranger: "sure, np" Wammo: "huh? that's stupid!" <kills guardians> |
On topic, Eternal Grove in Hard Mode is probably the hardest mission.
Jumping Is Uselss
Any missions that is long I will hate it.
Racthoh
Quote:
Originally Posted by Shakkara
Moddok crevice runners on hard mode.
|
ValaOfTheFens
Vizunah Square. The potential for disaster on this mission is enormous. You have to deal with n00b builds, crappy healers, and leechers. I generally just do it with heroes and henchies and pray I get an all henchie team on the other side or some1 who knows what they're doing. When a leecher comes up I just /resign and start over.
Chthon
Worst Mission?
Definitely Eternal Grove. Can't hench it because hench can't split. And, it's virtually impossible to find a team with (a) the dearth of players there, (b) the need for a team composition that can split, and (c) the need for 8 players who understand the concept of "split." sigh Your best bet is to bring 3 heroes and a friend with 3 heroes, but that isn't an option for everyone. And then there's hard mode....
Other notable mentions:
* Anything with Rurick in hard mode. Gawd, I swear they made his HM AI even dumber. He aggros everything in sight, then rushes off to aggro more before the fight's even over.
* Vizunah Sq and Unwaking Waters. Every time I'm sitting there during the loading screen going "please be a hench team, please be a hench team, please be a hench team..." and every time I seem to get 1 wammo (or assassin) who has no idea what he's doing with the 7 worst hench he could have possibly chosen.
Unwaking Waters also makes the list for forcing a team composition that leaves almost no room for melee classes.
* Blacktide Den. Long and Boring.
* Maddok Crevice Bonus. Yeesh. Those runner guys are a super pain even on NM. I've never been so frustrated with the heroes/hench failing to stya on target (even if I lock their targets).
* Divinity Coast Bonus. Auggg! At least two of the chosen are in mortal peril long before you get anywhere near them. And, inevitably you end up backtracking because the eye wasn't close enough when you talked to one and no one noticed he wasn't following.
* Aurora Glade Bonus. Finding a PUG that's smart enough to follow directions here is nigh impossible. I haven't done this one since heroes and flags were introduced, I sure hope they make it henchable.
* Abbadon's Mouth Bonus. So looooooooooooong.
* Arborstone. The whole random-rocks-falling-on-your-head-and-interrupting-you business is really obnoxious. I don't know how many times I've had PUGs fall apart against the last pack of oni because no one could manage a heal or rez with the rocks.
Definitely Eternal Grove. Can't hench it because hench can't split. And, it's virtually impossible to find a team with (a) the dearth of players there, (b) the need for a team composition that can split, and (c) the need for 8 players who understand the concept of "split." sigh Your best bet is to bring 3 heroes and a friend with 3 heroes, but that isn't an option for everyone. And then there's hard mode....
Other notable mentions:
* Anything with Rurick in hard mode. Gawd, I swear they made his HM AI even dumber. He aggros everything in sight, then rushes off to aggro more before the fight's even over.
* Vizunah Sq and Unwaking Waters. Every time I'm sitting there during the loading screen going "please be a hench team, please be a hench team, please be a hench team..." and every time I seem to get 1 wammo (or assassin) who has no idea what he's doing with the 7 worst hench he could have possibly chosen.
Unwaking Waters also makes the list for forcing a team composition that leaves almost no room for melee classes.
* Blacktide Den. Long and Boring.
* Maddok Crevice Bonus. Yeesh. Those runner guys are a super pain even on NM. I've never been so frustrated with the heroes/hench failing to stya on target (even if I lock their targets).
* Divinity Coast Bonus. Auggg! At least two of the chosen are in mortal peril long before you get anywhere near them. And, inevitably you end up backtracking because the eye wasn't close enough when you talked to one and no one noticed he wasn't following.
* Aurora Glade Bonus. Finding a PUG that's smart enough to follow directions here is nigh impossible. I haven't done this one since heroes and flags were introduced, I sure hope they make it henchable.
* Abbadon's Mouth Bonus. So looooooooooooong.
* Arborstone. The whole random-rocks-falling-on-your-head-and-interrupting-you business is really obnoxious. I don't know how many times I've had PUGs fall apart against the last pack of oni because no one could manage a heal or rez with the rocks.
Sophitia Leafblade
Arbourstone, the Ultimate in all annoyance!
Ghost Omel
Gyala Hatchery. I agrre that mission is just to annoyeng and turtlis die really fast and its not in my taste to fight Kurz lately that mission is totaly distaatefull to me so i give Hatchery is worst IMO
NekoZ
Quote:
Originally Posted by Racthoh
Without a doubt the worst idea for a bonus.
|
Now Eternal Grove on hardmode is a complete joke it is so hard.
Gate of Madness was pretty hard too. We were able to lure the Lich alone after about 5 minutes of trying and then all ran in to get all the shrines. When we finally got them all Shiro went on a killing spree and we were only able to get 3 hero monks, myself (Ranger), a SV necro, and a nuker out of the arena thingy. I had 60 dp, 300 health and we were able to kill it with myself tanking with stances + prot spirit + shield of absorb + shield of regen and the SV/Nuker doing their thing. Hella fun.
Roo Ella
I hate Loath any mission with a clock
I just can't beat some of them guess I'm just too old these days
and not fast on the reflexes anymore.
I just can't beat some of them guess I'm just too old these days
and not fast on the reflexes anymore.
WarKaster
Prophecies Missions are not that much trouble anymore.
Did all the Ring of Fire Missions with hero's and henchies. Hell's Precipice isn't all that hard if you agro correctly and there is also no need to wait for the Armageddon Lords to finish spawning crap. Wait for an opening have a ranger or some one with a long bow pull the one closest to you own him. Move onto the Island in the lava pull the next one own him. Move back onto the main land pull the last one own him. then kill the few groups walking around the portals.
The one mission that is giving me trouble on my Ranger now is Gate of Madness, only tried it a couple of times got to Shiro and The Lich then got wiped. I did realize afterward that I forgot to equip Koss with wild blow so it is mainly my fault. I ussaly bring Olias as a spoil victor necro too.
Did all the Ring of Fire Missions with hero's and henchies. Hell's Precipice isn't all that hard if you agro correctly and there is also no need to wait for the Armageddon Lords to finish spawning crap. Wait for an opening have a ranger or some one with a long bow pull the one closest to you own him. Move onto the Island in the lava pull the next one own him. Move back onto the main land pull the last one own him. then kill the few groups walking around the portals.
The one mission that is giving me trouble on my Ranger now is Gate of Madness, only tried it a couple of times got to Shiro and The Lich then got wiped. I did realize afterward that I forgot to equip Koss with wild blow so it is mainly my fault. I ussaly bring Olias as a spoil victor necro too.
t_the_nihilst
Eternal Grove on Hard Mode, hands down. No question.
For those of you who have done it, you know what I'm talking about.
Mission from hell.
For those of you who have done it, you know what I'm talking about.
Mission from hell.
brave bern
Not hard just HATE that eye.............It keeps staring at me!
Point Blank Refuse to help any guildie there EVER!
Point Blank Refuse to help any guildie there EVER!
t_the_nihilst
Quote:
Originally Posted by NekoZ
That was actually really easy with the right setup. We had one water-snare ele take out one while the other ele/people killed it and myself as a Crip Shot ranger with an assasin take out the other.
Now Eternal Grove on hardmode is a complete joke it is so hard. Gate of Madness was pretty hard too. We were able to lure the Lich alone after about 5 minutes of trying and then all ran in to get all the shrines. When we finally got them all Shiro went on a killing spree and we were only able to get 3 hero monks, myself (Ranger), a SV necro, and a nuker out of the arena thingy. I had 60 dp, 300 health and we were able to kill it with myself tanking with stances + prot spirit + shield of absorb + shield of regen and the SV/Nuker doing their thing. Hella fun. |
Sorry we never got to do Eternal Grove in HM for you
Zeek Aran
This thread inspired me to do Jennur's Horde HM. So far, I haven't made it passed the first Harbinger without a henchy dying. -.- I'm doing the 'only kill one Harbinger' strategy.
EDIT: Whee got all the way to the boss area to have a party wipe because I didn't bring a monk hero of my own. -.-
EDIT: Yeah, party wipe at the stairs. At the start. Yes, the very first ones. -.- I hate this mission more than I did before I got the bonus when NF was new.
EDIT: It's VERY hard not to type out a bunch of f-bombs right now. I just dealt with two groups of Margs in HM with zero deaths, I was doing perfectly, and out of NO WHERE the NPC dies. I don't see how this is possible. I was fighting the 2-minute spawn group as this happened.
EDIT: Whee got all the way to the boss area to have a party wipe because I didn't bring a monk hero of my own. -.-
EDIT: Yeah, party wipe at the stairs. At the start. Yes, the very first ones. -.- I hate this mission more than I did before I got the bonus when NF was new.
EDIT: It's VERY hard not to type out a bunch of f-bombs right now. I just dealt with two groups of Margs in HM with zero deaths, I was doing perfectly, and out of NO WHERE the NPC dies. I don't see how this is possible. I was fighting the 2-minute spawn group as this happened.
pingu666
venta cemitary, and the newbie bog/jungle one cos there sooo boring
assassins rock grand court and dragon bastion, and ward against melee on grand court is ftw too
timing missions isnt too bad, depends if it fits in with the mission theme
assassins rock grand court and dragon bastion, and ward against melee on grand court is ftw too
timing missions isnt too bad, depends if it fits in with the mission theme
MrFuzzles
Dragon's Lair. It just goes on and on and on and on and on, and the environmental effects (domain of slow ugh) just makes it that much more tedious.
Runner up I think has to be nahpui quarter. Same thing with being just so repetitive and tedious.
Runner up I think has to be nahpui quarter. Same thing with being just so repetitive and tedious.
GodofAcid
Very close between Eternal Grove and getting Dunes of Despair bonus without necro transversal. I think I'd give the edge to Eternal Grove since that's an entire mission, as opposed to just the bonus being difficult.
wetsparks
For me, anything that has a timer, forces you to join a random group (I'm looking at you Vizunah and Unwaking), or has a lot of text (there should be an option to turn this stuff off, I have beaten the game with several characters, I don't need you to explain how to kill something).
I never had any problems with the Prophecies missions, I loved doing THK just because everyone complained about it but all the enemies swarming you and being able to thin out some with the catapults was great.
Only problems with Factions missions were getting groups that had some idea what they were doing.
I blew threw Nightfall until Gate of Pain, the pugs I got there were so bloody awful that I felt like banging my head against a brick wall. I finally just went with hero/hench with Norgu loaded down with interrupts and got masters first try. Same thing happened in Gate of Madness, when I could find a group that is, we failed miserably. The leader always kept trying to get the "perfect" team setup (you all know what that is) until I finally gave up and took people who sounded like they knew what they were doing (surprise, surprise two were mesmers) and we blew threw the mission and the mesmers owned shiro and lich with no problem.
I never had any problems with the Prophecies missions, I loved doing THK just because everyone complained about it but all the enemies swarming you and being able to thin out some with the catapults was great.
Only problems with Factions missions were getting groups that had some idea what they were doing.
I blew threw Nightfall until Gate of Pain, the pugs I got there were so bloody awful that I felt like banging my head against a brick wall. I finally just went with hero/hench with Norgu loaded down with interrupts and got masters first try. Same thing happened in Gate of Madness, when I could find a group that is, we failed miserably. The leader always kept trying to get the "perfect" team setup (you all know what that is) until I finally gave up and took people who sounded like they knew what they were doing (surprise, surprise two were mesmers) and we blew threw the mission and the mesmers owned shiro and lich with no problem.
Miss Puddles
Quote:
Originally Posted by t_the_nihilst
Eternal Grove on Hard Mode, hands down. No question.
For those of you who have done it, you know what I'm talking about. Mission from hell. |
well enough that i STILL have not beaten it. UGH.
Pae
Just NM, since HM is a whole other story >_>
Gate of Madness can get relatively frustrating if you fail when Shiro wipes the party, but that can be controlled a bit better.
Vizunah Square and Unwaking Waters are the ones that bug me the most. I've had L11s on the other party of Vizunah Square with some of the worst henchmen that you could pick (A hench, no monks, etc.). Anyway, as long as you can get an all NPC team on the other side, it's all good . A solid PC team is preferable, of course, but that's usually asking for too much.
Gate of Madness can get relatively frustrating if you fail when Shiro wipes the party, but that can be controlled a bit better.
Vizunah Square and Unwaking Waters are the ones that bug me the most. I've had L11s on the other party of Vizunah Square with some of the worst henchmen that you could pick (A hench, no monks, etc.). Anyway, as long as you can get an all NPC team on the other side, it's all good . A solid PC team is preferable, of course, but that's usually asking for too much.
Phantom Gun
Can't really decide. Basicaly:
1. Any mission that has Rurick in it. "Besides the last one he's in"
2. Any mission where you have to protect somebody, or some people/other creatures. "Like turtles".
3. Missions where the reward is based off of how fast you rushed through it, or didn't. *Cough* Cantha *Cough*
Anyway there are probably a few exceptions here and there, but I don't feel like finding them right now.
1. Any mission that has Rurick in it. "Besides the last one he's in"
2. Any mission where you have to protect somebody, or some people/other creatures. "Like turtles".
3. Missions where the reward is based off of how fast you rushed through it, or didn't. *Cough* Cantha *Cough*
Anyway there are probably a few exceptions here and there, but I don't feel like finding them right now.
Marty Silverblade
Hmmm, I'd have to say Tahnnakai Temple.
The whole idea is just bs. If you're melee, especially an Assassin, it's gg find some henchies mate no one wants you in the group.
The rest of Cantha with the bs timing technique is likewise a bs system, they haven't even gotten the timing right. Arborstone and Boreas Seabed can be finished comfortably 10 mins before masters but Tahnnakai is bs.
The whole idea is just bs. If you're melee, especially an Assassin, it's gg find some henchies mate no one wants you in the group.
The rest of Cantha with the bs timing technique is likewise a bs system, they haven't even gotten the timing right. Arborstone and Boreas Seabed can be finished comfortably 10 mins before masters but Tahnnakai is bs.
ElinoraNeSangre
Another vote for Gate of Madness. I've been sitting at that mission with my necro for a few months because I don't want to deal with it. :P
pingu666
my tip for gate of madness, if your running a hero with ss/sv setup
nail the lich, then lock your hero onto shiro, disable heros offesnsive skills, but leave recklace haste, price of failure, spirit of failure etc enabled. works pretty well for normal mode
nail the lich, then lock your hero onto shiro, disable heros offesnsive skills, but leave recklace haste, price of failure, spirit of failure etc enabled. works pretty well for normal mode
arcanemacabre
Worst/most hated mission I would vote Gayala Hatchery. Reason is because it's so long no matter which way you do it, and I much despise missions where you have to protect anything (when I'm a damage-dealer and can't really affect it that much), and in Gayala you have a lot of things to protect. Just ungh.
Hardest mission is probably GoM, but even that isn't that bad. Just a pain the first few times I did it. Once you know the tricks, it's a lot smoother. Haven't done enough missions on HM to know what the trouble missions are.
Hardest mission is probably GoM, but even that isn't that bad. Just a pain the first few times I did it. Once you know the tricks, it's a lot smoother. Haven't done enough missions on HM to know what the trouble missions are.
Riotgear
Arborstone. Terrible voice acting. Annoying environment effect. Takes forever to form a group for it.
Lilanthe
Nhapui Quarter... I just find it soooo boring.