Getting Protector with Heroes and Hench
Mohnzh
I have six remaining bonuses to complete in Tyria, but sometimes it is difficult to form a group. Could anyone suggest which of these are simple enough to do with H&H and which ones almost require other human players? Of course, I am level 20 with all level 20 heroes and infused armor.
Aurora Glade
Sanctum Cay
Dunes of Despair
Ice Caves of Sorrow
Iron Mines of Moladune
Thunderhead Keep
Thanks ya'll.
Aurora Glade
Sanctum Cay
Dunes of Despair
Ice Caves of Sorrow
Iron Mines of Moladune
Thunderhead Keep
Thanks ya'll.
Nestaron
Quote:
Originally Posted by Mohnzh
I have six remaining bonuses to complete in Tyria, but sometimes it is difficult to form a group. Could anyone suggest which of these are simple enough to do with H&H and which ones almost require other human players? Of course, I am level 20 with all level 20 heroes and infused armor.
Aurora Glade
Sanctum Cay
Dunes of Despair
Ice Caves of Sorrow
Iron Mines of Moladune
Thunderhead Keep
Thanks ya'll. Aurora Glade - easy enough, though requires you to solo demagogue.
Sanctum Cay - Very easy, hug the far right wall near the docks.
Dunes of Despair - Doable but tricky, would be easier with 1 or 2 guildies aswell.
Ice Caves - Very easy
Iron Mines - Very easy
Thunderhead Keep - Very easy
Aurora Glade
Sanctum Cay
Dunes of Despair
Ice Caves of Sorrow
Iron Mines of Moladune
Thunderhead Keep
Thanks ya'll. Aurora Glade - easy enough, though requires you to solo demagogue.
Sanctum Cay - Very easy, hug the far right wall near the docks.
Dunes of Despair - Doable but tricky, would be easier with 1 or 2 guildies aswell.
Ice Caves - Very easy
Iron Mines - Very easy
Thunderhead Keep - Very easy
lemming
Of the six you listed, four are very straightforward.
Of the other two, THK basically requires you to have a speed buff in order to light both beacons in time.
Dunes is h+h-able - take a bonder and flag him near the bridge at the entrance to the fort after bonding the hero, while the rest of your party kills the generals in the fort. You get credit for the bonus even if the hero dies, which will probably happen if you don't bring overwhelming offense.
Of the other two, THK basically requires you to have a speed buff in order to light both beacons in time.
Dunes is h+h-able - take a bonder and flag him near the bridge at the entrance to the fort after bonding the hero, while the rest of your party kills the generals in the fort. You get credit for the bonus even if the hero dies, which will probably happen if you don't bring overwhelming offense.
dargon
All are doable, and none require that you solo any mob, as you simply have to kill ALL the mantle in Aurora Glade and then go kill the demogauge. Engage the mantle at the right location and they quite willingly run right into your weapons Just make sure you watch for their runners and kill them as soon as you see them. As for Dunes, vamp weapons for everyone and you or a hero brings Consume Corpse or Corpse Traversal. Leave the ghost back on the bridge, goto the far end, kill a mob, jump to his corpse and then let the heroes die due to vamp, then just rebirth them across.
xerverkillah
tip for dunes of despair if u get a bad spawn and cant do the teleport trick.
bring 2 healing monks. flag one to stand at the bottom of the ramp behind the shrine of where the ghost is and he is just out of agro from the enemies and can heal the ghost just enuff for you to go off and killthe 2 bosses
bring 2 healing monks. flag one to stand at the bottom of the ramp behind the shrine of where the ghost is and he is just out of agro from the enemies and can heal the ghost just enuff for you to go off and killthe 2 bosses
blue.rellik
Quote:
Originally Posted by tehlemming
Of the other two, THK basically requires you to have a speed buff in order to light both beacons in time.
No you don't need a speed buff to light both beacons
Marty Silverblade
Quote:
Originally Posted by blue.rellik
No you don't need a speed buff to light both beacons
I think this is only true if you drop the first torch after lighting the first beacon. If you try to run across from one to the other with the torch, it sometimes slows you down enough to make you lose the bonus.
blue.rellik
Well you deserve to fail then if you do that
gloria vander belt
i did protector of tyria with all henchies group(didnt have NF) and must say just use http://gw.gamewikis.org/wiki/Mission...8Prophecies%29 to help find the bonuses, some bonuses may require u to carry things, but constant dropping doesnt harm it(unless its D'alessio Seaboard)
Aurora Glade - this id take a MM hero and have him and his minions rush mobs while u kill of the runner's
Sanctum Cay - just talk to ghost down the beach behind rock, he will follow the scepptor and kill everything on the way to the mantle dude, then get the mantle to the graveyard and he is saved/bonus
Dunes of Despair - Vamp weapon, Necrotic traversal and make ur way down far(before second gate leading to kings standing area throne) and kill the enemy above where u cant get, get a necro to use NT and let the spawns in ur below area kill u and the rest of the party(not the necro, flagg away from aggro)
Ice Caves - Now u may want to check wiki for a map showing the location of both dwarfs, 1 requires rescuing, now make shore ur ready to rush enemys and protect the captured dwarf or they will kill him.
Iron Mines - just requires u get infused u dont need help at all just make ur way to the seer kill eidolin and make ur way back to the seer.
Thunderhead Keep - just light both beacons quick as possible the trick is to be closest to 1 beacon as possible to light it then hit a running skill and light the second.
but of all the stated above heros can be used for all, infact heros/henchies can be used for any mission/bonus (although a caster at D'alessio Seaboard makes it quicker)
Aurora Glade - this id take a MM hero and have him and his minions rush mobs while u kill of the runner's
Sanctum Cay - just talk to ghost down the beach behind rock, he will follow the scepptor and kill everything on the way to the mantle dude, then get the mantle to the graveyard and he is saved/bonus
Dunes of Despair - Vamp weapon, Necrotic traversal and make ur way down far(before second gate leading to kings standing area throne) and kill the enemy above where u cant get, get a necro to use NT and let the spawns in ur below area kill u and the rest of the party(not the necro, flagg away from aggro)
Ice Caves - Now u may want to check wiki for a map showing the location of both dwarfs, 1 requires rescuing, now make shore ur ready to rush enemys and protect the captured dwarf or they will kill him.
Iron Mines - just requires u get infused u dont need help at all just make ur way to the seer kill eidolin and make ur way back to the seer.
Thunderhead Keep - just light both beacons quick as possible the trick is to be closest to 1 beacon as possible to light it then hit a running skill and light the second.
but of all the stated above heros can be used for all, infact heros/henchies can be used for any mission/bonus (although a caster at D'alessio Seaboard makes it quicker)
Yellow_lid
I've gotten protector of Tyria with H&H on my Monk! And that is difficult to do, 'cause H&H only attack if you are attacking, and if you aren't attacking then you are healing and they aren't... My best advise is to get a guildie or someone who doesn't mind H&H.
Nestaron
Quote:
Originally Posted by dargon
All are doable, and none require that you solo any mob, as you simply have to kill ALL the mantle in Aurora Glade and then go kill the demogauge. Engage the mantle at the right location and they quite willingly run right into your weapons Just make sure you watch for their runners and kill them as soon as you see them. As for Dunes, vamp weapons for everyone and you or a hero brings Consume Corpse or Corpse Traversal. Leave the ghost back on the bridge, goto the far end, kill a mob, jump to his corpse and then let the heroes die due to vamp, then just rebirth them across.
No you don't, flag heros and henchies to center attunement thing. Whilst they defend there you follow the path on the far right round which takes you behind the mob on a back path. Thus you 1 on 1 with demagogue which can take less than 10 seconds. Only thing is you can't complete the mission aswell unless your really quick but by the sounds of it he already has.
Though thats not to say your way won't work as it will, just takes longer. :P
Though thats not to say your way won't work as it will, just takes longer. :P
Pick Me
Quote:
Originally Posted by Mohnzh
I have six remaining bonuses to complete in Tyria, but sometimes it is difficult to form a group. Could anyone suggest which of these are simple enough to do with H&H and which ones almost require other human players? Of course, I am level 20 with all level 20 heroes and infused armor.
Aurora Glade
Sanctum Cay
Dunes of Despair
Ice Caves of Sorrow
Iron Mines of Moladune
Thunderhead Keep
Thanks ya'll. Normal Mode right?
Kill all runners and their groups first. Demagogue becomes by himself.
Sanctum Cay - As mentioned, stick to the right wall when bringing the spirit with you. Easy to do.
Dunes Of Dispair - Flag 1 prot monk with a damage dealer, while the rest go and kill the bosses, if you do the legit way.
Ice Caves, easy since you have been infused. Find dwarf in the cave, after the mursaats leave, then go back and free the other dwarf.
Iron Mines, again, since you are infused, go the way of infusion and kill everything. Clear the path from the gateway to the shinning blade. That way, you don't worry about patrols.
Thunderhead Keep, other than 1 running skill, just use your normal builds and camp at the king. Easy.
Aurora Glade
Sanctum Cay
Dunes of Despair
Ice Caves of Sorrow
Iron Mines of Moladune
Thunderhead Keep
Thanks ya'll. Normal Mode right?
Kill all runners and their groups first. Demagogue becomes by himself.
Sanctum Cay - As mentioned, stick to the right wall when bringing the spirit with you. Easy to do.
Dunes Of Dispair - Flag 1 prot monk with a damage dealer, while the rest go and kill the bosses, if you do the legit way.
Ice Caves, easy since you have been infused. Find dwarf in the cave, after the mursaats leave, then go back and free the other dwarf.
Iron Mines, again, since you are infused, go the way of infusion and kill everything. Clear the path from the gateway to the shinning blade. That way, you don't worry about patrols.
Thunderhead Keep, other than 1 running skill, just use your normal builds and camp at the king. Easy.
Mohnzh
Alright, I'm down to Aurora Glade, Dunes of Despair, and Thunderhead Keep. The other three were a piece of cake, haven't tried these three yet. I will try your suggestions over the weekend. Thanks a bunch!
-EDIT-
Thanks for the suggestions, they worked great. I was able to use the necrotic traversal in Dunes of Despair, defeat all the runners in Aurora and face the Demagogue with no other enemies, and found a great PUG for Thunderhead Keep.
This thread can be closed now.
-EDIT-
Thanks for the suggestions, they worked great. I was able to use the necrotic traversal in Dunes of Despair, defeat all the runners in Aurora and face the Demagogue with no other enemies, and found a great PUG for Thunderhead Keep.
This thread can be closed now.
SNIEVES
Gloria hit it on the nose, most of these missions are fairly easy and doable with hero and henchies, bring a long bow for pulling its a basci standard item, every player should have won in there inventory, if you need help give me a holler, i be more than glad to give you a hand, i recently completled my legendary guardian title, so i just been around helping ppl with missions, i am fairly good at dragons lair and hells presispce if you need those by any chance.
Wakka
The whole of proph is doable with heros and hench. (I done most of it with just hench before NF).
The only one that should be a bit tricky is Dunes, but just take a bonder hero and have him bond ghostly (select ghostly, tell your hero to use Life Bond, then shift and click on Life Bond so they maintain it). And leave him with Ghostly while you clear out the bosses.
The rest are easy.
The only one that should be a bit tricky is Dunes, but just take a bonder hero and have him bond ghostly (select ghostly, tell your hero to use Life Bond, then shift and click on Life Bond so they maintain it). And leave him with Ghostly while you clear out the bosses.
The rest are easy.
DokkyDok
Quote:
Originally Posted by Nestaron
No you don't, flag heros and henchies to center attunement thing. Whilst they defend there you follow the path on the far right round which takes you behind the mob on a back path. Thus you 1 on 1 with demagogue which can take less than 10 seconds. Only thing is you can't complete the mission aswell unless your really quick but by the sounds of it he already has.
Though thats not to say your way won't work as it will, just takes longer. :P Alternatively, your Minion Master, SH, and SF eles could just take out the entire mob of mantle back by the Demagogue. Keep in mind, they aren't even level 20. They'll drop pretty quickly.
Hmm, and for Dunes, I had one of my monk heroes hang back bonding up the ghost, and pushed out with another monk hero, the monk hench, and Koss, and myself as a Warrior.
Though thats not to say your way won't work as it will, just takes longer. :P Alternatively, your Minion Master, SH, and SF eles could just take out the entire mob of mantle back by the Demagogue. Keep in mind, they aren't even level 20. They'll drop pretty quickly.
Hmm, and for Dunes, I had one of my monk heroes hang back bonding up the ghost, and pushed out with another monk hero, the monk hench, and Koss, and myself as a Warrior.