Suggestions on Cathan Guardian
RiceCream
Hey, a friend and I are attempting to complete Guardian of Cantha with purely H/H (just started today).
I'm just curious what some suggestions are on how to complete a few of these mishs.
Vizunah Square
Tahnnakai Temple
Arborstone
Boreas Seabed
Sunjiang District
Eternal Grove
Harvest Temple
Raisu Palace
So yeah.... most of them, but if y'all can leave a tip or two on ways to get masters, leave a post.
ty
I'm just curious what some suggestions are on how to complete a few of these mishs.
Vizunah Square
Tahnnakai Temple
Arborstone
Boreas Seabed
Sunjiang District
Eternal Grove
Harvest Temple
Raisu Palace
So yeah.... most of them, but if y'all can leave a tip or two on ways to get masters, leave a post.
ty
Milennin
Vizunah Square: As with most of Canthan missions and areas, having a Minion Master or two and some good AoE damage really helps.
Starting from Foreign quarter is easier than from Local quarter, and you'll have more chance to succeed if you're teamed up with just a group of henchmen on the other side.
Tahnnakai Temple: One of the hardest in my opinion, but be sure to bring good condition removal (to remove Dazed), and a strong defence, especially against Fire damage. But also enough firepower to rush through the mission, there's not much time to waste if you want to get Master's reward.
Arborstone: Shouldn't be too hard, just be sure to bring some anti-melee (like an Aeromancer or Warder), and kill the boss in the final part as last. Also try to flag Heroes and henchmen away from the falling stones.
Arborstone: Good interrupt (Broadhead Arrow) and a good defence is the key. Time isn't really a problem in this one. When Argo comes, kill him first, when they resurrect him, kill him quickly again.
Sunjiang District: Easy one, just have to pull a few groups to avoid getting toasted by 2 groups. More than enough time for this one.
Eternal Grove: In my opinion the hardest one. Having two good Minion Masters really helps. Could also use a Spirit spammer or trapper, to hold up the waves of Afflicted. Teamwork, strong defence and anti-melee is important.
Harvest Temple: Not too hard if you can manage to interrupt Kuunavang's attacks. Just have a good team build to counter fairly large groups of Afflicted. And be sure to stay away from Kuunavang's aggro when fighting the Afflicted ones.
Raisu Palace: Good balance between damage and defence is needed. The Shiro'ken don't hit extremely hard, but there are a few large groups, and you will need to rush through them since there's not much time to waste if you're going for Master's reward.
Starting from Foreign quarter is easier than from Local quarter, and you'll have more chance to succeed if you're teamed up with just a group of henchmen on the other side.
Tahnnakai Temple: One of the hardest in my opinion, but be sure to bring good condition removal (to remove Dazed), and a strong defence, especially against Fire damage. But also enough firepower to rush through the mission, there's not much time to waste if you want to get Master's reward.
Arborstone: Shouldn't be too hard, just be sure to bring some anti-melee (like an Aeromancer or Warder), and kill the boss in the final part as last. Also try to flag Heroes and henchmen away from the falling stones.
Arborstone: Good interrupt (Broadhead Arrow) and a good defence is the key. Time isn't really a problem in this one. When Argo comes, kill him first, when they resurrect him, kill him quickly again.
Sunjiang District: Easy one, just have to pull a few groups to avoid getting toasted by 2 groups. More than enough time for this one.
Eternal Grove: In my opinion the hardest one. Having two good Minion Masters really helps. Could also use a Spirit spammer or trapper, to hold up the waves of Afflicted. Teamwork, strong defence and anti-melee is important.
Harvest Temple: Not too hard if you can manage to interrupt Kuunavang's attacks. Just have a good team build to counter fairly large groups of Afflicted. And be sure to stay away from Kuunavang's aggro when fighting the Afflicted ones.
Raisu Palace: Good balance between damage and defence is needed. The Shiro'ken don't hit extremely hard, but there are a few large groups, and you will need to rush through them since there's not much time to waste if you're going for Master's reward.
Serenity Divinity
Quote:
Originally Posted by Milennin
Tahnnakai Temple: One of the hardest in my opinion, but be sure to bring good condition removal (to remove Dazed), and a strong defence, especially against Fire damage. But also enough firepower to rush through the mission, there's not much time to waste if you want to get Master's reward.
I have been having a lot of trouble with this one. The main problem is that my party always ends up getting overwhelmed by all Temple Guardians, thats just ridiculous amounts of damage.
Milennin
Quote:
Originally Posted by Serenity Divinity
I have been having a lot of trouble with this one. The main problem is that my party always ends up getting overwhelmed by all Temple Guardians, thats just ridiculous amounts of damage.
I used Spirit of Greater Conflagation + Spirit of Winter + Mantra of Frost on me and my Heroes to counter the huge damage from the Elementalists.
And Martyr on my Monk to counter the conditions.
And Martyr on my Monk to counter the conditions.
Medic
I H/H'd all of the missions in Cantha for guardian title. Consumables ftw, ALL the missions were easier in HM with consumables then in NM without them.
Shyft the Pyro
I hero/henched Tahnnakai, and I believe it took me multiple tries to finally complete it in under 30 minutes. I used Zinger's paragon tank build (search the forums), a Jagged Bones MM, and an SS. I had to play with hench setups a lot, so I don't actually remember which ones I ended up with, but I'm pretty certain the party included 1 healer monk, 1 rit, the earth elementalist and an interrupter of some sort. Do not take Talon or any other melee henchmen - they're stuck in offensive mode and will overwhelm you with overaggro.
The key to success is pulling the Temple Guardians away from the rest of the enemies, specifically on the monk and ranger bosses. This is precisely why you need to have a non-squishy hero, be it a paragon (for tanking and extra defense) or a ranger (for extra interruption). Flagging this hero ahead will not make Mhenlo and Togo rush forward. As soon as you see the closest Guardian start casting, however, flag the hero back so that it has a greater chance to survive - or at least so that it dies closer to the party.
The really hard part is the last boss before Vizu, the ritualist. The mob of Afflicted Elementalists before him practically guarantees the death of your puller (who is probably at or near max DP by this point anyway), so you have to make the best possible use of the minions by incapacitating and killing as many enemies as possible while you still have them. I did it with Meteor Shower + TROGDOR's Invocation spam; you can try it with Broadhead + Epidemic, Spellbreaker or Bonder tank, or some other way. The boss isn't nearly as hard a fight, but do try to kill or interrupt his Restoration spirit so he doesn't come back.
The key to success is pulling the Temple Guardians away from the rest of the enemies, specifically on the monk and ranger bosses. This is precisely why you need to have a non-squishy hero, be it a paragon (for tanking and extra defense) or a ranger (for extra interruption). Flagging this hero ahead will not make Mhenlo and Togo rush forward. As soon as you see the closest Guardian start casting, however, flag the hero back so that it has a greater chance to survive - or at least so that it dies closer to the party.
The really hard part is the last boss before Vizu, the ritualist. The mob of Afflicted Elementalists before him practically guarantees the death of your puller (who is probably at or near max DP by this point anyway), so you have to make the best possible use of the minions by incapacitating and killing as many enemies as possible while you still have them. I did it with Meteor Shower + TROGDOR's Invocation spam; you can try it with Broadhead + Epidemic, Spellbreaker or Bonder tank, or some other way. The boss isn't nearly as hard a fight, but do try to kill or interrupt his Restoration spirit so he doesn't come back.
Shiishii Momo
I h/h'd Tahnnakai yesterday for guardian as well, got my masters fairly easily, no consumables or anything. I went as the SS and pretty mush ran nice and easy. Pull the guardians first always, away from the mobs and take them out. The biggest key to my success was Mark of Pain, and it dispatched the bundled up eles on the rit boss in about 5 seconds. You just have to wait for them to seperate from the group and sit at the bottom of the stairs. SS one, change target and attack, Mark of Pain that new target then SS another. They won't have time to scatter, they will all be dead. Also, MoP on rits always so their spirits die and can't use spirit light.
tmakinen
I H+H'd Tahnnakai HM in 26 minutes after a couple of false starts (no consumables). I dropped Olias (MM) because of aggro problems with minions and had MoW as curses N/Me spreading melee hate and some interrupts, then Morgahn and Hayda as command and motivation P/Ws, went ursan myself and took (as far as I recall) Su to pop corpses and Kai Ying for warding then Sister Tai and Chiyo to round it out.
Always pull the guardians first, then kill afflicted in this order: ritualists, eles, rangers, mesmers, warriors, monks, necros (can't remember any sins but if there were, treat as warriors).
In the first room (Me) flag the party to the entry gate and pull guardians. You may be able to pull some rangers separately but if you get rits with them, retreat a bit if necessary, kill rits with prejudice.
In the second room (N) flag the party to the gate, pull 2 guardians first, then the boss, then release flag and fight the leftmost E+R+R+N mob on the bridge. If done right, the rightmost mob and one guardian are not aggroed at all.
In the (E) room flag party to gate again, pull stuff until boss is alone, then release flag and gank him (remember to have enchant removal to avoid major hurt from Sliver Armor).
Next room, (Mo) pull guardians from around the pedestal, then release flag and kill guardians on the pedestal, then afflicted, then boss.
At the (W) room flag party to gate again, pull and kill warriors, pull and kill eles, gank boss, then kill the mob on the far gate, then on the close-by gate.
Next room (R) flag to gate (you know the drill) pull guardians, this will trigger patrols (if you didn't kill the mob on the other gate they will join the fun). Pull afflicted, gank boss.
Next room (Rt), flag to gate, pull ele on the exit gate, pull guardians on the exit gate, pull afflicted, release flag and gank boss.
Last room (A) take your time and dispatch the patrolling rangers as they come in (you may be tempted to rush but that's a good recipe for disaster), then clear one bridge from guardians, pull stuff on the bridge and kill as they come. Clear up the inside area, mission accomplished.
Always pull the guardians first, then kill afflicted in this order: ritualists, eles, rangers, mesmers, warriors, monks, necros (can't remember any sins but if there were, treat as warriors).
In the first room (Me) flag the party to the entry gate and pull guardians. You may be able to pull some rangers separately but if you get rits with them, retreat a bit if necessary, kill rits with prejudice.
In the second room (N) flag the party to the gate, pull 2 guardians first, then the boss, then release flag and fight the leftmost E+R+R+N mob on the bridge. If done right, the rightmost mob and one guardian are not aggroed at all.
In the (E) room flag party to gate again, pull stuff until boss is alone, then release flag and gank him (remember to have enchant removal to avoid major hurt from Sliver Armor).
Next room, (Mo) pull guardians from around the pedestal, then release flag and kill guardians on the pedestal, then afflicted, then boss.
At the (W) room flag party to gate again, pull and kill warriors, pull and kill eles, gank boss, then kill the mob on the far gate, then on the close-by gate.
Next room (R) flag to gate (you know the drill) pull guardians, this will trigger patrols (if you didn't kill the mob on the other gate they will join the fun). Pull afflicted, gank boss.
Next room (Rt), flag to gate, pull ele on the exit gate, pull guardians on the exit gate, pull afflicted, release flag and gank boss.
Last room (A) take your time and dispatch the patrolling rangers as they come in (you may be tempted to rush but that's a good recipe for disaster), then clear one bridge from guardians, pull stuff on the bridge and kill as they come. Clear up the inside area, mission accomplished.
bungusmaximus
I beat tahnakai temple with a b/p build made of hero/hench. Just replace the orders by an SS necro and run 2 monks and pwn some. The rangers have nice natural ele resistance which comes in rather handy, and melee sucks because they suicide themselves on tenai and get blinded all the time.
Same goes for Raisu. add plinter weapon for more fun. If you run an ele, echo celestial storm still works.
For eternal grove I used 2 minion masters and a 4/4 split, and a big bottle of booze because taking on that mission sober was a nightmare :P.
Vizunah goes well with two warriors, usually the afflicted waves come from 2 sides, so two warriors to tank the stairs/corners works great there.
Arborstone = [wiki]glyph of concentration[/wiki] + [wiki]enfeebling blood[/wiki] and it's pretty much game over for the baddies.
Zen Dajjun just...sucked, I hate Yiyo, broad head arrow does him in though.
Naphui Quarter: Bring caster hate (turtles are BAD mofos) and wild blow for the tengu.
Same goes for Raisu. add plinter weapon for more fun. If you run an ele, echo celestial storm still works.
For eternal grove I used 2 minion masters and a 4/4 split, and a big bottle of booze because taking on that mission sober was a nightmare :P.
Vizunah goes well with two warriors, usually the afflicted waves come from 2 sides, so two warriors to tank the stairs/corners works great there.
Arborstone = [wiki]glyph of concentration[/wiki] + [wiki]enfeebling blood[/wiki] and it's pretty much game over for the baddies.
Zen Dajjun just...sucked, I hate Yiyo, broad head arrow does him in though.
Naphui Quarter: Bring caster hate (turtles are BAD mofos) and wild blow for the tengu.
RiceCream
thanks for all the advice so far. just a few left... Tahnnakai, Eternal Grove, and ... oddly Boreas Seabed.
I D E L E T E D I
My Advice for Eternal, is to acctually get as many real players as possible, me and my friend tried to H/H it and failed miserably, then got 4 more real players together and breezed through it with no deaths. oh and if u need tahnnakai and boreas me and a couple of more need those 2 so pm me in game if u do want to do em together
IGN Legendary Deleter
IGN Legendary Deleter
shadowmage61
Yeah, I just got canthan guardian 3 days ago, and eternal grove was definately hard until we got our strategy down pat. What finally worked for us surprisingly worked really well. Here's what we had.
Constant knockdown assassin (me =D)
Human nuker
Human 55 monk (without SoJ)
Human tank
Human MM
Healing/Prot monk hero with LoD
Nuker hero
Hero MM
The 55 monk would rush into the middle area and go right to the top, holding aggro on everything that came from the middle except the turtle. The human nuker, human tank, and hero MM went left, taking 2 juggernauts with them, while the sin, human MM, and monk hero went right, taking the other juggernaut with them. We ended up flagging the nuker hero in the center of the grove area cause we found we didn't really need him until the 2nd part. The warrior on the left would aggro the luxons coming down while the nuker and MM hid at the base of that hill, so the rangers couldnt hit them, and then the tank would just hold aggro and stay alive while the nuker toasted them. On the right, the necro and hero monk would hide at the base of the hill while the sin wailed on the rangers, and the MM (who was N/Me incidentally) would keep the turtle from using his siege attack with web of disruption. Since the recharge on 'siege turtle attack' is 10 seconds, 1 casting of web of disruption can interrupt it twice if you get lucky. Once the rangers were dead we'd move onto killing the turtle.
After this both sides had fairly sizeable minion armies, and killing the other 2 turtle spawns was easy. Then both groups came back to the middle to kill the last turtle and activate the cutscene. At this point, all the luxons that the 55 aggroed who were still alive (which was all of them) allied with our team, so we got a nice increase in party size. Also at this point the 55 monk switched his armor back out to normal armor and became a prot monk. Then we split up again with the human monk, hero nuker, human tank, and hero MM on the left with 2 juggernauts, and the human sin, human MM, human nuker, and hero monk on the right with the other juggernaut, and then both sides funneled the afflicted into the narrow area in front of the doorway and nuked the crap out of them until everyone was dead ^ ^. If anyone broke through one side, it was usually after the other side had already finished up with their horde, and then the remaining afflicted got ganked by 2 minion mobs. BTW, an essence of celerity works wonders here; it allows you to rush to the aid of another side really quickly, and the reduced recharge and activation time helps a lot with the MS and other nuker skills. I don't know if that helps you or not, but it's how we beat that thrice-cursed mission. Good luck on your future attempts!
Constant knockdown assassin (me =D)
Human nuker
Human 55 monk (without SoJ)
Human tank
Human MM
Healing/Prot monk hero with LoD
Nuker hero
Hero MM
The 55 monk would rush into the middle area and go right to the top, holding aggro on everything that came from the middle except the turtle. The human nuker, human tank, and hero MM went left, taking 2 juggernauts with them, while the sin, human MM, and monk hero went right, taking the other juggernaut with them. We ended up flagging the nuker hero in the center of the grove area cause we found we didn't really need him until the 2nd part. The warrior on the left would aggro the luxons coming down while the nuker and MM hid at the base of that hill, so the rangers couldnt hit them, and then the tank would just hold aggro and stay alive while the nuker toasted them. On the right, the necro and hero monk would hide at the base of the hill while the sin wailed on the rangers, and the MM (who was N/Me incidentally) would keep the turtle from using his siege attack with web of disruption. Since the recharge on 'siege turtle attack' is 10 seconds, 1 casting of web of disruption can interrupt it twice if you get lucky. Once the rangers were dead we'd move onto killing the turtle.
After this both sides had fairly sizeable minion armies, and killing the other 2 turtle spawns was easy. Then both groups came back to the middle to kill the last turtle and activate the cutscene. At this point, all the luxons that the 55 aggroed who were still alive (which was all of them) allied with our team, so we got a nice increase in party size. Also at this point the 55 monk switched his armor back out to normal armor and became a prot monk. Then we split up again with the human monk, hero nuker, human tank, and hero MM on the left with 2 juggernauts, and the human sin, human MM, human nuker, and hero monk on the right with the other juggernaut, and then both sides funneled the afflicted into the narrow area in front of the doorway and nuked the crap out of them until everyone was dead ^ ^. If anyone broke through one side, it was usually after the other side had already finished up with their horde, and then the remaining afflicted got ganked by 2 minion mobs. BTW, an essence of celerity works wonders here; it allows you to rush to the aid of another side really quickly, and the reduced recharge and activation time helps a lot with the MS and other nuker skills. I don't know if that helps you or not, but it's how we beat that thrice-cursed mission. Good luck on your future attempts!
Div
For eternal grove, you really need at least 2 human players. With 2 humans and smart play (aka helping each other when one side has the larger mob, etc.) it's pretty easy.
Sprites
i've done tannakai 1st attempt in h/h in 23 minutes with a personnal vatiation of the tri necro build
i've eternal grove and gyala left... should try the back route ^^ but i can only carry one canister :/
i've eternal grove and gyala left... should try the back route ^^ but i can only carry one canister :/
RiceCream
Thankyou all for the suggestions. Got guardian today =)