22 Aug 2007 at 07:45 - 4
Cooperative, as opposed to competitive, is a mission in which you team up with other players instead of trying to pound them into the ground (see the wiki page for more info).
The key to Grand Court of Sebelkeh is knowing what to do and the order to do it in, but - as is the case with most of the "slightly harder" PvE - builds are important too. Tahlkora will probably do best as a Zealous Benediction prot or Healer's Boon heal monk; without these elites, consider just stacking her bar with cheap spells (5e condition and hex removal) and energy management (mesmer Inspiration skills, Offering of Blood, or Glyph of Lesser Energy). A MM necro will ease the pain greatly, creating more targets for the Margonites, and a SF ele or two will go through the mobs with amazing ease. If you don't have Searing Flames yet, this may well be the mission that makes you go out and cap it.
Best henchies, in my opinion, are the earth ele (Ward Against Melee), the non-Mhenlo monk (ZB prot), the paragon (heals/buffs) and the mesmer (interrupts). If you feel your front line is lacking, lose the mesmer for a tank, but do not spend a hero slot on one unless you can't help it.
As for the mission itself, the game plan is relatively simple:
1) Move forward to engage the Margonites and survive. Do NOT rush out to the altar! What you need to do is aggro the Margonites that come from the left and the right, but fight them without leaving the "bridge" you start on. That way, the Margonites will come after you, which makes them bunch up and draws them away from the central altar.
If you're having trouble taking the two mobs down, focus fire on the monks or bring enchantment removal on your heroes to counter Aegis and kill of the tanks instead. If you kill off tanks, AI casters stop kiting, because AI effectively believes the casters *are* the front line. On the other hand, killing the necromancers will stop them from exploiting corpses your MM can use, killing monks will stop them from killing tanks, etc., etc.
2) Once the situation has more or less stabilized, move to the rift on the left. Do NOT engage the Blasphemy, even if he gets to the altar! Alone, he caps very slowly, so you will have more than enough time to kill off the Margonites at the rift and cap it. If you kill him, the Unbound Energies will cap faster (because there's more of them), so leave that until you've cleared the rift and are coming back to the altar.
3) Move on to the right rift, and repeat the same procedure. If the altar bar is dangerously high (though it shouldn't be), lower it by staying there for a short time. If not, move on to the final rift, killing Blasphemy along the way as he spawns.
Obviously this mission is much easier with a high level of the Lightbringer title, but even a level 2 Lightbringer can use Lightbringer's Gaze to great effect here. The Blasphemy spawns randomly, but in most cases I've witnessed he comes from the far rift. If he spawns on the right (or left), adjust accordingly: clear and cap other rifts instead, leaving the one he spawns from for last. You should deviate from the above strategy if he goes for one of the rifts you closed already, but otherwise it is completely unnecessary to actually hold the altar or leave members there.