Starting Guardian of tyria
legless477
I'm about to start the tyrian guardian title and i wanted to go into it with some tips u guys think you could me out?
Performance Pudding
human players are usually helpful and the first few missions are pretty basic and easy to counter. northen wall you need a running skill to guarantee completion and a necro the weakens and slows there attack really helps. also for the 4 man missions having a bonder really helps.
Tifas Revenge Z
Ascalon:
Not much to say here, in Ruins of Surmia you can leave Rurik at the bridge and kill the Charr that storm the ruins at the end of the mission. Nolani may be a little tricky, so it may be best to do bonus and mission separately, since the bonus can be ran with a skilled running build.
N. Shiverpeaks:
Borlis I didn't find too difficult at all, Frost Gate I had problems though when encountering the 3 Dolyak Riders on the bonus path. If you have enchantment removal, it helps, and good AOE damage can help as well. Pull as best as you can.
Kryta:
Gates of Kryta wasn't hard, as you can go ahead and clear out the undead to the north before talking to Justicar Hablion, and the bonus again can be ran easily. For Seaboard, the bonus path might actually be more difficult than the mission path since there are groups of 3 Skeleton Sorcerors to fight on the way, but be sure you activate the bonus and save the guard (stay away from him and save the villagers to the south first, don't rush in even though it is pinging red on your radar, as he wont get attacked until approached closely). Divinity Coast was a pain, as saving the villagers turned out to be more luck than anything else. Get a running skill and a monk to protect the villagers that are under attack. You can flag hero monks ahead on the minimap if you wish, and the monsters won't trigger, but it will save you some time for each villager. Riverside Province wasn't hard, just long and annoying; just pull all the mantle groups and kill them one at a time, and avoid over-agro. Sanctum Cay you will need help with, as henchmen won't cut it, mainly someone that can hold out at the end long enough so that the vizier survives, as well as everyone else. Having 2 Minion Masters and 2 Protection Monks might work here, I don't remember too well.
Jungle:
For the Wilds, do NOT bring a Minion Master at all, or else your minions will get stolen. Otherwise, this mission isn't too difficult as long as you try to avoid over-agroing. The bonus isn't hard either if you pull each centaur group. For Bloodstone Fen, I call the bonus the Gauntlet, as you must get through and save the druids without killing the Jungle Guardians, it isn't any more difficult than in normal mode, just bring a running build to do the bonus. For Aurora Glade, Get Necrotic Traversal and rebirth and you can do the Mission and Bonus 100 times easier if you traverse across the 2nd vine gate to the henge portal, since there will be no mantle except the demagouge if you had talked to Less Longbow (he can kill off the mantle attacking him if you stay put and don't approach him).
Desert:
For Dunes of Despair, necrotic traversal and rebirth are a must for the bonus. Just get some good defense like one MM and a tank and 2 Monks for the mission and you should be okay, but do them separately. For Thirsty River, timing is everything as every 2 minutes you will get respawned monsters, so take out the priests first and try to keep the enchanted and forgotten away from the King. Elona reach is the most difficult of them all, but persistence will help you here. Dragon's Lair isn't hard, just use the same strategy as you would in normal mode for killing Glint using interrupts.
S. Shiverpeaks:
Ice Caves, Iron Mines and Thunderhead Keep aren't hard, but they are long. In thunderhead, if you keep a mursaat boss alive for a while during the siege before the Dwarf King says "Be on your guard, the Left hand of grenth comes for us all", the mursaat won't swarm as much. There is one mob of Stone Summit in the Iron Mines that may seem difficult, but they aren't if you nuke them good since they have no Dolyak Riders.
Ring of Fire Island:
For Ring of Fire, just use the same strategy as normal mode and pull the mursaat guarding the fortress. You may want to spawn the bonus boss later after clearing the fortress and come back and kill him. You can nuke Mursaat through the walls, but be sure to take out Ether seals first that are a threat to you. Abaddon's Mouth may be a pain but if you have a lot of interuppts and monk-countering spells, you can kill the Mursaat Monk boss with time. It is not nessessary to kill any of those bosses to continue. Just be sure that when you get to the end, you kill one ether seal at a time. Hell's Precipice you will need help with, since it can be difficult since heroes can be very stupid and agro too many imps. If you have anti-fire magic wards/stances (Ward Against Harm, Mantra of Flame), use them. Water and Lightning magic helps here, winter spirit does not as much.
Hope this helps!
- Tifa
Not much to say here, in Ruins of Surmia you can leave Rurik at the bridge and kill the Charr that storm the ruins at the end of the mission. Nolani may be a little tricky, so it may be best to do bonus and mission separately, since the bonus can be ran with a skilled running build.
N. Shiverpeaks:
Borlis I didn't find too difficult at all, Frost Gate I had problems though when encountering the 3 Dolyak Riders on the bonus path. If you have enchantment removal, it helps, and good AOE damage can help as well. Pull as best as you can.
Kryta:
Gates of Kryta wasn't hard, as you can go ahead and clear out the undead to the north before talking to Justicar Hablion, and the bonus again can be ran easily. For Seaboard, the bonus path might actually be more difficult than the mission path since there are groups of 3 Skeleton Sorcerors to fight on the way, but be sure you activate the bonus and save the guard (stay away from him and save the villagers to the south first, don't rush in even though it is pinging red on your radar, as he wont get attacked until approached closely). Divinity Coast was a pain, as saving the villagers turned out to be more luck than anything else. Get a running skill and a monk to protect the villagers that are under attack. You can flag hero monks ahead on the minimap if you wish, and the monsters won't trigger, but it will save you some time for each villager. Riverside Province wasn't hard, just long and annoying; just pull all the mantle groups and kill them one at a time, and avoid over-agro. Sanctum Cay you will need help with, as henchmen won't cut it, mainly someone that can hold out at the end long enough so that the vizier survives, as well as everyone else. Having 2 Minion Masters and 2 Protection Monks might work here, I don't remember too well.
Jungle:
For the Wilds, do NOT bring a Minion Master at all, or else your minions will get stolen. Otherwise, this mission isn't too difficult as long as you try to avoid over-agroing. The bonus isn't hard either if you pull each centaur group. For Bloodstone Fen, I call the bonus the Gauntlet, as you must get through and save the druids without killing the Jungle Guardians, it isn't any more difficult than in normal mode, just bring a running build to do the bonus. For Aurora Glade, Get Necrotic Traversal and rebirth and you can do the Mission and Bonus 100 times easier if you traverse across the 2nd vine gate to the henge portal, since there will be no mantle except the demagouge if you had talked to Less Longbow (he can kill off the mantle attacking him if you stay put and don't approach him).
Desert:
For Dunes of Despair, necrotic traversal and rebirth are a must for the bonus. Just get some good defense like one MM and a tank and 2 Monks for the mission and you should be okay, but do them separately. For Thirsty River, timing is everything as every 2 minutes you will get respawned monsters, so take out the priests first and try to keep the enchanted and forgotten away from the King. Elona reach is the most difficult of them all, but persistence will help you here. Dragon's Lair isn't hard, just use the same strategy as you would in normal mode for killing Glint using interrupts.
S. Shiverpeaks:
Ice Caves, Iron Mines and Thunderhead Keep aren't hard, but they are long. In thunderhead, if you keep a mursaat boss alive for a while during the siege before the Dwarf King says "Be on your guard, the Left hand of grenth comes for us all", the mursaat won't swarm as much. There is one mob of Stone Summit in the Iron Mines that may seem difficult, but they aren't if you nuke them good since they have no Dolyak Riders.
Ring of Fire Island:
For Ring of Fire, just use the same strategy as normal mode and pull the mursaat guarding the fortress. You may want to spawn the bonus boss later after clearing the fortress and come back and kill him. You can nuke Mursaat through the walls, but be sure to take out Ether seals first that are a threat to you. Abaddon's Mouth may be a pain but if you have a lot of interuppts and monk-countering spells, you can kill the Mursaat Monk boss with time. It is not nessessary to kill any of those bosses to continue. Just be sure that when you get to the end, you kill one ether seal at a time. Hell's Precipice you will need help with, since it can be difficult since heroes can be very stupid and agro too many imps. If you have anti-fire magic wards/stances (Ward Against Harm, Mantra of Flame), use them. Water and Lightning magic helps here, winter spirit does not as much.
Hope this helps!
- Tifa
payne
the best missions to start out with are:
augury rock (soz if spelt wrong)
dragons lair (my opinion xD)
ice caves of sorrow
iron mines of molandune
great northern wall
borlis pass
gates of kryta
elona reach
the above are probably the easiest HM missions to start off with in my opinion! probs more just cant remember them!
gl
augury rock (soz if spelt wrong)
dragons lair (my opinion xD)
ice caves of sorrow
iron mines of molandune
great northern wall
borlis pass
gates of kryta
elona reach
the above are probably the easiest HM missions to start off with in my opinion! probs more just cant remember them!
gl