The hardest area in Guild Wars

Nodensis

Nodensis

Frost Gate Guardian

Join Date: Aug 2007

United Provinces of the Netherlands

Legend of the White [Moa]

Rt/A

My hauntings:

1. Urgoz (you can never ever find a party)
2. Four Horsemen HM (but a 'good' challenge)
3. Eternal grove HM


*edit 01/09*

Marverick

Marverick

Forge Runner

Join Date: Aug 2006

R/

Joko's Domain HM...

Took me THREE HOURS to vanquish this god forsaken place.

NeHoMaR

NeHoMaR

Desert Nomad

Join Date: Feb 2006

Quote:
Originally Posted by Gaile Gray
Interesting thread. In fact, it's really useful to the designers.

Could you include some notes about what makes the area/quest/mission difficult, and whether you think it's too difficult, or just nicely challenging?
I think the difficulty is well designed, anyway I am interested in being able to complete everything solo with heroes/henchies.

I mean, I am slowly working in tittles, but I fear if at some point I won't be able to complete everything without human player(s) help. Yes, I know this is an online game, but if the game allows me to add NPCs to my party, it also (the game) should be balanced with that in mind.

As a side note: In the future, long time after GW2 release, I suppose the GW population could be low, so, IMO, at that time, everything should be doable solo, elite areas, even PvP, yes, even as ridiculous as it sound, even GvG.

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

Quote:
Originally Posted by OP
What's the hardest area in GW
Quote:
Originally Posted by Servant of Kali
PvP arenas.
QFT.


Theres a few other places I hate. Raisu palace is tough for me personally because I can never seem to H/H it even though I've gotten 6 chars (all different classes) past it. I hate the maguma jungle because it takes forever and I always get lost in one of the missions. That's also why I hate the kaineng area... it's too easy to get lost in the beginning. I don't like shards of orr because the first time I went through it, I was a warrior and no one remembered to spec to smiting. I don't like the GWEN dungeons because even though I've beaten one 2 dozen times those stupid traps still annoy me. They aren't difficult, but it is annoying we can never turn them off.


So I guess the hardest and most annoying area ANet could make is a high-end PvP arena that it is easy to get lost in, has swarms of mobs that are assigned based on what you aren't speced to handle, and has traps that damage both teams, none of which can be turned off.

nightwatchman

nightwatchman

Lion's Arch Merchant

Join Date: Apr 2006

W/

Vloxen excavations, level 2, by the necromancer boss.
Very easy to wipe there, and if you do, when u res the boss is sat on the res shrine with a dozen minions so you'll probably be body blocked and can't kite. Had a lot of fun getting out of that

Celestial_Kitsune

Celestial_Kitsune

Krytan Explorer

Join Date: Jun 2006

Me/

Quote:
Originally Posted by Gaile Gray
Interesting thread. In fact, it's really useful to the designers.

Could you include some notes about what makes the area/quest/mission difficult, and whether you think it's too difficult, or just nicely challenging?
Sorrow's Furnace is the best designed area in GW in all aspects. Domain of Anguish is the worst area because fighting countless overpowered mobs without much story attached to it is not fun, and the area encourages gimmicky and boring playstyle.

Any spawning point with mobs around it is bad. For example, at the The Ebony Citadel of Mallyx mobs will attack even before you completely loaded! Is that what DoA stands for? Death on Arrival?

I love scenery in GW, but the minimaps are very unclear. Sometimes it is difficult to distinguish between a wall and clear passage. Similarly, Gate of Madness makes me mad indeed. Red on red is good contrast ftw - it makes my eyes bleed

Muspellsheimr

Muspellsheimr

Lion's Arch Merchant

Join Date: Feb 2007

I cannot really say which area is hardest, however I fully disagree with those saying Ice Floe. I recently vanquished this area very easily, and have had much more difficulty in most other vanquish zones.

lundis

Frost Gate Guardian

Join Date: Jun 2006

Ingame

The Monstrous Fangs [fang]

Me/

For me, the hardest area was the realm of torment when I first got there.. I got ambushed twice and died every time I carefully aggroed a group. Then the foes multiplied and I died even more
Now I c+space through it

More recent, Forgewight and slavers in general is kinda hard..

Quote:
Originally Posted by Winterclaw
So I guess the hardest and most annoying area ANet could make is a high-end PvP arena that it is easy to get lost in, has swarms of mobs that are assigned based on what you aren't speced to handle, and has traps that damage both teams, none of which can be turned off.
That sounds fun, if they introduced that I may even start PvPing.

Mork from Ork

Lion's Arch Merchant

Join Date: Aug 2007

Quote:
Originally Posted by Nodensis
My hauntings:

1. Urgoz (you can never ever find a party).
I think this was a horrible error on the part of the Devs. While it was good they took away the vamps' drops if they suicided, a few weeks later they removed all drops from the vamps even if you killed them with traps rather than suicide. Until they did that quite a few people would farm there and you could actually get a group of bored farmers together to do the whole warren. Now it is deserted and pretty pointless to even look for a group.

Dkraftwerk

Dkraftwerk

Ascalonian Squire

Join Date: Mar 2007

Me/Mo

Just hit the Realm of Torment last night...and I'm still hurting from it today. I found it to be way too mobbed and the mobs were far too close and liked to meander way too far out. Left very little room for pulling, as I would pull one group to a nice empty space...then from behind some random group would sneak up on me and I was dead. Very frustrating especially to those who just enter the area.

All of Cantha is ridiculously mobbed. Getting to House Zu Heltzer to get my Kurzick armor was something of a painful experience. I really think the mobs in those areas need to be reduced or at least a little more spaced out to give a bit more room. In some areas you can't even climb a set of stairs to get to one mob without aggro'ing 2 or 3 around the area. Had to make the run to Fort Aspenwood recently, then to the Jade Quarry...another painful experience.

I have very little complaints about Prophecies though, I feel there was a nice balance of mobs and how they were composed and laid out.

Dervish Kid

Dervish Kid

Krytan Explorer

Join Date: Aug 2007

Florida

D/

Quote:
Originally Posted by TaCktiX
Prophecies: Icedome, Frozen Forest, Ice Floe (all three have massive mobs)
Factions: Anywhere with Jade Brotherhood (hard-hitting balanced AoE), Silent Surf (way too easy to double/triple-aggro)
Nightfall: Realm of Torment (Overleveled, overpowered monsters that doubleaggro), Poisoned Outcrops (large mobs)
GW:EN: Everywhere HM. Not a single vanqushing or dungeon run in GW:EN I've been on yet that wasn't ridiculously harder than the NM equivalent. Prepare to have your feelings about how you can PvE ripped and torn into thousands of tiny pieces. Oh yeah, Shards of Orr NM is worse than Slaver's IMO.
For jade just use a mesmer with epidemic after it has just been hit with cracked armour and blindness. Also use summon iceimp for icespikesso slow them up into a group.I totally agree with you when you said"nightfall:Realm of Torment" thats the hardest part of gw for me..I aggro 1 group and another group comes out of nowhere and my +h's are at low energy by that time and a bip is no help at the moment because the second aggro always has atleast 6

Destro Maniak

Jungle Guide

Join Date: Aug 2006

A/

Quote:
Originally Posted by Made In Ascalon
And then Fendi destroyed my team. Once I messed up once and got my party DP'd up, there was no way I could beat him.
I mean what kind of a mind would go up for a hard place without armor of salvation. I MEAN WHY PEOPLE SAY "I got dp and couldnt go further." GO get an armor of salvation from like less then 2k ea and youll save BILLIONS of runs. I saved gate of maddness HM, destructions depths hm, and some none eotn thing. And just remembered saved an urgoz

Darth Marth

Darth Marth

Lion's Arch Merchant

Join Date: Jan 2006

USA Midwest

Order of Celestial Guardians II [OCG]

Me/Mo

Prophecies:

Hmm, mainly a few Southern Shiverpeaks areas with psychotic mobs. (Icedome and Frozen Forest)

Factions:

Jade Brotherhood was always really hard. Getting to the top of Tahnnakai Temple with henchies (before heroes) for a few quests was HORRIBLE due to the huge mobs. Raisu Palace was also pretty bad due to the massive AoE of the Shiro'ken eles.

Nightfall:

Realm of Torment, mainly, where they just throw huge mobs of level 28s at you and expect you to handle them.

GWEN:

Quite a bit here. Shards of Orr was hell just trying to get to Gadd's Encampment, let alone beating it, with overpowered groups consisting of 5-6 AoE Eles and 2-3 healers that can easily wipe your party. This one definitely needs to be toned down. The fire dart section of The Elusive Golemancer is really bad with h/h as if anyone strays outside the radius and dies (and they make no effort to stay on it) a hero will stop moving and rez them, likely resulting in a chain reaction that leaves you with no healers. And if you want to try and rez them (hard to do), you have to wait for the SLOW golem to go back and forth... Destruction's Depths is kind of ridiculous also, where they send 10 or so Destroyers at you and the Norn at once...

Added: Riven Earth/other dinosaur areas. How three Ferothraxes can wipe a party of 8 is beyond me...

BSSuperman

BSSuperman

Frost Gate Guardian

Join Date: Oct 2006

Prophets of Dhuum[wii]

W/

I do enjoy a challenge as much as the next man - However Shards of Orr is horrible.
Due to the large mobs of overpowered undead mincing machines you really are hard pressed to survive.

Forcing a lot of players into adopting (à la Guild Wars style) one specific team build AND ABSOLUTELY NOTHING ELSE WILL DO (caps in large Zeus type booming voice) Otherwise known as craploads of signet smiters.... Whilst the Smiting monks are seeing their 'day of Glory' and all power to them, its blocking off an entire dungeon to other professions. (Yes, I know any profession played correctly can beat the game - But playing 'correctly' leads to cookie cutters and no variety being possible in the game)

Each mob has 2 types of making you blind so all melee characters go down the loo (condition removal whilst useful still isnt enough to get rid of 3-5Blinding Surge Eles per mob who spam Eruption (even AoE blindness so whatever you use to stop them casting B-Surge on you gets its backside tanned by the AoE of Eruption... */crymore) - Also why doesnt eruption have a visual graphic to show its range - Id like to imagine that erupting chunks of earth flying out of the ground would be at least 'visible' - Otherwise I just cant see the graphic correctly) There is way too many conditions being let loose down there.

Those darn Illusionists with Fragility and the Necros spamming Virulence really is overkill. Whilst the idea is really good to intelligently build up the monster mobs, the problem is that there really is just too many of them in the mob. And I really love the way that the Brutes just ignore everyone in the group except the monks and Ritualists...

Coraline Jones

Lion's Arch Merchant

Join Date: Aug 2007

Modified Soul Society

Mo/R

I didn't really start vanquishing until Eye of the North, and I will say that Hard Mode in that game is pretty broken in places.

I managed to vanquish most of the areas, even the Asuran areas with the broken dinosaurs, using nothing but H/H and a lot of patience and consumables. Then I got to the Charr Homelands and it makes me wonder if this is really how the game is supposed to be, because it is no fun at all. Unless you're running some ultra-gimmick build, the Charr are borderline invincible. Within 30 seconds after entering, a single Charr group can wipe your whole party.

A group of nothing but rangers isn't so bad. But if you manage to hit a balanced party of Charr with multiple healers and casters, then they just constantly heal-spam each other as they lay down heavy AOE damage. Since the enemies in HM have almost an infinite energy pool and have a permanent halved skill recharge and cast times, it is pretty darn unfair. I sat there and watched how five Charr took an entire party of 8 heroes/hench team and I couldn't get a single enemy below 50% because they would shatter the hexes, spam Aegis and/or RoF. They just waited for the monks to run out of energy and then proceeded to wipe the party.

Also, I agree with one of the earlier posters. While I agree that there should be some work for a title or whatever, asking players to invest hours and hours of their time with no option to save or whatever is pretty annoying. Guild Wars seems to be adding more and more time for Hard Mode accomplishments, with the worst being either vanquishing or dungeons.

That's just my opinion, and I'm sure that somebody will loudly say how "easy" the whole game was anyway.

shru

shru

Wilds Pathfinder

Join Date: Apr 2006

I found shards of orr to be excedingly difficult in HM. My guild team had to reform four times to finally get it. At first we played a standard balanced group, but the damage was too high, and the preasure on the monks was horrible. so we reformed to a build with an obs tank and bonder with large amounts of AoE damage, but the tank could not hold up to the PBAoE from the undead eles. We then rolled an ursan group, and needless to say, we got rolled. Finally we tested out a modified Ray of judgement spike (with only one monk primary spiker) and it took us 4 to 5 hours to complete, half of which, was on the boss. I think the area is just too overpowered inless you're running a group with a hefty amount of monk primary smiters.

Sirius-NZ

Sirius-NZ

Wilds Pathfinder

Join Date: Oct 2007

Bellevue, WA (I know ... but I moved out of NZ)

Xen of Onslaught

D/

Quote:
Originally Posted by BSSuperman
Otherwise known as craploads of signet smiters.... Whilst the Smiting monks are seeing their 'day of Glory' and all power to them, its blocking off an entire dungeon to other professions.
Eh, dunno about that... using Judge's Insight and some way to clear out/prevent blindness should do the trick. At the very least Avatar of Melandru Dervishes with Aura of Holy Might should find it no trouble - and will probably do even more damage than the smiters will.

But there certainly are some professions that would be difficult to get use out of... I'm not really seeing how Elementalists could compete, for instance.

artay

artay

Wilds Pathfinder

Join Date: Feb 2006

Australia

The Agony Scene

E/

When I first attempted Unwaking waters(explorable) with the kurzichs owning it, me being luxon, it didn't res my party when we died, sending us back to the outpost, I was like "Wow Elite area! I'm never gonna get rtl!"

Wiki helps.

EDIT: Some info for gaile

I found it hard because of the delicate aggro situations and no second chances for party wipes, again because kurzichs owned it (found out later you could bribe/kill shrine people to get ressed)

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Quote:
Originally Posted by Sirius-NZ
I'm not really seeing how Elementalists could compete, for instance.
Hmm, not around for the E/Mo smiter days? 12 smiting is quite good especially against the undead and no worry about energy there. That's not so good outside of Orr now, however it is still better than the old E/Mo smiter in general areas which was *highly* unbalanced.

As to if PUG's want it - probably not, PUGs aren't too tolerant of anything other than what the current conventional wisdom of other PUGgers are. Most that are still relying on PUGs don't remember those days and only want Monk smiters. As is, any character can deal holy damage and melee classes can mostly deal with the blindness if they spec around it. Any caster class can also deal lots of holy damage if needed and Necro's and Ele's have MORE than enough E-management to over come only having 12 in smiting (and Mesmers don't need anything more than what they normally do). Again, see the old E/Mo smiters for am example, a N/Mo with a high soul reaping also fits the bill (and now maybe even better than the E/Mo even with the SR nerf).

Akaraxle

Akaraxle

Wilds Pathfinder

Join Date: Jan 2006

Italy

E/

Quote:
Originally Posted by Sha Noran
Hey, that was cheating. Ensign counts as 8.

vixro

Lion's Arch Merchant

Join Date: Apr 2006

Stranded Among New Players [SANP]

Mo/

MY least favorite so far is Vloxxen on hard right before entrance #2 without a gimmick build and the Shards of Orr boss on normal and hard with heroes because they ball up on the Rt spike and aoe damage.




This generally is the same for any area with tons of aoe and heroes/henchmen. They tend to cast while being attacked (unlike a human that would spread out or cancel a cast to move) in aoe and ball up. The places that come to mind in EOTN are the Shards of Orr boss, the fire eles in Slavers, the fire eles in Catacombs.

puffzilla

puffzilla

Frost Gate Guardian

Join Date: Oct 2006

The Black Hand Gang [BHG]

W/

Tyria Vanq. took 4 party wipes on rockscale but it's mostly because we had a build to finish all jungle areas. Not all that bad really. There was only 1 or 2 areas that I didn't use the Sabs 3 n build. It's almost a no brainer.

Elona Vanq. I remember Joko's domain being a pain for sure. We had 3 tanks without usran blessing which didn't help. Apart from that I can't remember any party wipe areas.

Gwen HM. I'd say the Charr areas were rougher for sure. But I kind of liked them. Rragar's Menagerie was my hardest HM dungeons to get through for me. Suggest not to use a h/h build for this one. It just seemed to be the same painful group over and over again. Kill monk then try to kill the rez’mer before monks start to heal him, kill monk again. I should have giving up on it and started over with frozen soil but I’m a bit stubborn…

HM Missions...Did most of them with 1 other person plus heroes. But found Dzagonur Bastion and The Eternal Grove took full groups. Made it through both of them my first try with alliance an group but had some issues with them on other nights helping out. I know a guidie h/h Raisu Palace but I got a full team for that one too.

freaky naughty

Krytan Explorer

Join Date: Sep 2007

Mo/N

To answer the question the hardest area for me was Shards of Orr on hardmode, its difficulty passed DoA by a mile, with 6 elementalists AoE spiking me and then being overhealed by 2 prot monks and a heal monk.

Sparkfly Swamp is also pretty tough on HM, for the most part I can handle it but that T-rex boss's group is pretty crazy. Compared to Vanguard and Norn areas, Asuran areas were the DoA of EotN, mainly because of dinosaurs.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by freaky naughty
Sparkfly Swamp is also pretty tough on HM, for the most part I can handle it but that T-rex boss's group is pretty crazy. Compared to Vanguard and Norn areas, Asuran areas were the DoA of EotN, mainly because of dinosaurs.
I found Sparkfly Swamp a pretty simple vanquish...Riven Earth however, I'm yet to complete...Joffs the Mitigator scares me. Not yet attempted Riven Earth...I'm on a Hard Mode Time-Out.

Quote:
Originally Posted by Darth Marth
How three Ferothraxes can wipe a party of 8 is beyond me...
They can't if they can't see

Cobalt

Krytan Explorer

Join Date: Aug 2005

Mo/W

Just NM it has to be without a doubt all the explorable areas from Gates of Anguish, the Foundry, Torc'qua etc...

It is so hard the only ones whoever go there are the ones that just use gimmick builds for 2-3 man farming and even they have their limits to what they can kill. Even all guild teams seem to avoid those areas due to the extreeme difficulty.

I mean I can go anywhere in the game with a 4 man hero team and manage to get at least some kills, but there you get insta-wiped by the first mob every time.

Areas like these are where Anet looses sight of the game and starts having delusions of WoW. Unlike WoW where you can progress through areas and dungeons getting better armor and weapons to make you more powerful so you have survivability in the next hardest area/dungeon we hit a wall and can only be so powerful.

Areas like those in the Gates of Anguish are really beyond our limits and abilities and we have no way of overcoming them with the exception of a few class limiting builds and even they can't overcome much of it.

Esan

Esan

Jungle Guide

Join Date: Jul 2007

Wars

Quote:
Originally Posted by Celestial Beaver
Riven Earth however, I'm yet to complete...Joffs the Mitigator scares me.
I did it with h/h and didn't have much trouble. I was worried about Joffs, so I loaded Gwen with Signet of Humility to disable Shockwave. His only other damaging skill is Sliver Armor which my anti-ench necro removed quickly.

There are between 2 and 3 other Ceratadons with Joffs, so you should body block the group around a corner with Protective Spirit on the tank.

Kashrlyyk

Kashrlyyk

Jungle Guide

Join Date: May 2005

"The_Siege_at_Tsumei_Village" in HM

Hamanaqua

Hamanaqua

Academy Page

Join Date: Feb 2007

East Coast U.S.

E/Mo

Oh sure you laugh but I keep getting spanked H/H or live party.

Ok it's not the undead rangers (though the bombardment of poison arrows and slow recharge of mending is harrowing).

The real problem is the whole party of six and the “Four Horsemen” at the first terrestrial depression. Two undead monks, one undead cleric and one undead mesmer. All level 24 and, as undead, of course immune to bleeding and poison.

Oh and they have numerous hex removals so scourge healing, conjure nightmare, life siphon, and any health degen hex are promptly removed (damage coming back to you). Forget the quick heal spams for a billion points they use on their buddies, their ATTACKS do 60 -100 damage on their own. MONKS not tanks or rangers. WTF kind of weapons are they using?

I think ineptitude or migraine is the mesmers weapon of choice. Even if you try to take down one of the monks, the other monk and cleric just heal him to the point where you are doing no damage. All the while the mesmer is picking off your party one by one (your healer first).

To top things off sometimes you are blessed with a few additional undead bowmasters just to spice things up.

Ok no, I have not tried this using a 16 point fire or earth ell and NO I have not tried this with a full live party of 6 (with pro healers) but with H/H it is really tough. Henchmen options out of Bergen suck.

HEY ARENA NET HOW ABOUT ALLOWING A FULL PARTY OF HEROES AT THE VERY LEAST FOR SOME OF THE AREAS LISTED IN THIS THREAD? (Just a thought).

Ok, so now with some after thought, the right PUG could probably handle those horsemen but with H/H it’s a biotch.

bpphantom

bpphantom

Lion's Arch Merchant

Join Date: May 2005

Canukistan

The Eyes of Ashtabula [Eyes]

Hrm, since I haven't poked around much in HM since getting it unlocked in NF...

Shards of Orr is tough, but can be dealt with by smiters, holy damage, etc.

I've gotta vote Ooze Pit. ARGH!

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Shardsof Orr is easy when you learn that the Undead will try to stick in one place and you can make them spread and take one at a time...


...until you get to the last guy.

That was one hell of a pull-run afternoon. Heroes, henchmen and me ended up with 40% DP!!!

Luckyly I broght some blindness for when the ghosts turned into skeletons.

Run again, pull the guy away from the archers, rinse and repeat.

Lately, I've been revisiting areas that where hard for me before... now it's just like... if they were reducing enemie's HP.

Maybe it's just that I have better builds, XD.

I think I'll vanquish the rest of Elona I left behind after I get to tank 10 in all EotN titles.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by Lady Raenef
Shiro does an amazing output of damage. It's tedious to go through the entire mission pace by pace, being careful to have the whole team wipe out because of Shiro. Now, if it was fixed so that you can't lure the Lich away from Shiro, I'm willing to bet the mission would be close to impossible with only few people actually being able to do it.
There's a trick to that one: just rush in and gank the lich, and completely ignore Shiro. He wont do much damage to you unless you attack him and trigger his skills; if you take serious damage just kite for a while. Set henches on avoid combat if necessary to keep them from attacking Shiro.
Then run to each shrine in turn, killing the margonites around them, and run in circle around the shrine while it is captured. Shiro keeps following, but as long as you keep moving he wont do any damage to you at all.
Once all shrines are captured and you're fully juiced up on blessings, you can turn on shiro and he wont know what hit him.

The mission went from "very difficult" to "cheesy" when I discovered these tactics.


As to the OP: I've not done much vanquishing, but haven't really found any mission or area I consider too difficult. The hardest I've done is probably Sacnoth valley, it was exasperating as feck to do with heroes & henchmen (without a Siege Devourer, too), and took me the better part of three hours. Much of it spent trying to outwit that bastard searing flames-boss Burntbark.
Another place I found difficult was just west of Remains of Sahlaja, a boss with a huge army with several healers and insta-kill spike attacks. That one required several tries and made me want to put my fist through the monitor, but wasn't impossibly hard.

That said, however, I avoid all "elite" areas. I just find areas with hamstringing environmental effects and enemies with 5000 hitpoints and one-shot-kill attacks annoying, not fun. Also me and pugs don't mix, and since I can't bring henches...


@Hamanqua: Bring a Dervish or two with Avatar of Balthazar, and/or a signetsmite monk, and you'll cut through those undead like... Well, like holy damage cuts through undead.

StormDragonZ

StormDragonZ

Desert Nomad

Join Date: Jan 2008

New York

W/R

Prophecies: Riverside Province & Abaddon's Mouth
Factions: Gyala Hatchery & The Eternal Grove
Nightfall: Jennur's Horde & Ruins of Morah
Eye of the North: The Asuran Arc

Molock

Desert Nomad

Join Date: Sep 2006

Qu??bec

Legacy of Angels [Halo]

E/

When doing Shards of Orr.. I found it easy...

Pull the mobs on to a minion wall and my friend (nuke), my Zhed (nuke) and me (nuke) would have 6 Savanah Heats wiping them so damn fast it was a joke. Umm.. ya... until we got to the boss and then it was us getting owned like mad. We accumulated so much DP vs. the boss we had to resign. We haven't returned since..

crazybanshee

Desert Nomad

Join Date: Jun 2006

Look out!

E/

Quite frankly... find a pug for an uw clear. First off, FINDING the group is challenging. Then when you get there, no matter how many times you say DON'T take the quest, DON'T go there, stand over HERE, etc. someone invariably will not listen and screw it up. Of all the elite areas (I've cleared them all now and proudly have the statues on display in my hom) the UW took the most attempts and the longest to actually get. You have to be extremely familiar with it, have the correct builds (ursan has made it possible for the masses but it still requires fore-thinking and planning) and get a lucky group where there isn't a total screw up. Although the group that finally got me my hom statue was a WOH monk, a HB monk, a terra tank, a wammo with obs flesh who did nothing the entire time but cast summon mursaat, pain inverter, and run onto the traps around the obsidian behemoths (oh, and complain about how long it was taking the rest of us to do and keep threatening to leave) an ele with no elite on his bar who spammed flare and fireball, and 3 squishy ursans. (good job team lol )

Oh, and having a guild group or a farming buddy means this doesn't apply, as the truly torturous part of it is being in a pug

ShadowsRequiem

ShadowsRequiem

Furnace Stoker

Join Date: Oct 2005

Inde is Smoking [Hawt] *ToA*

W/E

H/H Forgewright

Once you get past the first several mobs its pretty easy but the one group that pulls dwarves and all fire eles is really a pain in the ass. They also had to make it in a lil tiny corridor X_X

Shadowlance.

Academy Page

Join Date: Jan 2008

The Prophecy Of Life

R/P

If the OP was looking for a challenge, I was thinking it might provide a challenge to have both the quest "The Smell of Titan in the Morning" and the quest "Fire and Pain" active at the same time and then go Hard Mode into the burning forest in Sacnoth Valley and clear out all foes. Better yet, do it all without dying.

Disclaimer: I haven't personally tried that quest combo, so I don't know if it would work like I'm thinking it would. By the time I accepted Gwen's quest, I had already completed Langmar's quest.

maraxusofk

maraxusofk

Desert Nomad

Join Date: Aug 2005

San Francisco, UC Berkeley

International District [id多], In Soviet Russia Altar Caps You [CCCP], LOL at [eF]

W/

hmmm i think i would need to say that doing raisu palace hm is my hardest. ive beaten all dungeons in nm/hm, legendary guardian, and vanquished but i still cant figure out how to do raisu consistently by myself.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

In Prophicies one of the hardest areas has to be IceFlow.
In Factions Morostav Trail.
In Nightfall the DoA takes the cake.
In Gwen Slavers Exile.




For me the hardest areas in the game are those with the largest mobs, or where mobs create multiple agro events.

While on some quests you face wave after wave of foes(and most of those quests are kinda fun) whats not so much fun is when your looking at 3 large groups all moving close to each other and you know that if you could only pull one group you will win, but its next to impossible since at least one foe in that mob will be kite into the other two mobs aggroing them and often causing a party wipe.

If you wish to place so many foes so close to gether than allow the players at least some chance to pull them apart. Either singly or at the very least into smaller groups. This also means give us some room to fight.

Sarevok Thordin

Sarevok Thordin

Desert Nomad

Join Date: Apr 2006

Scotland

W/N

Proph - Tombs
Factions - The area outside harvest temple
Nightfall - DoA
GWEN - Slavers

pOmrAkkUn

pOmrAkkUn

Desert Nomad

Join Date: Oct 2005

Bangkok

Me/Mo

Mission: Eternal Grove HM (master reward) I can't H/H this one :P
Explorable: Majesty's Rest HM
Dungeon: Vlox HM