Dzagonur Bastion- hardmode probs
Desman
ok my main problem is that this mission is impossible for me to go with h&h (I'm mesmer) any tips about positioning whisper guys and builds i should use (got all heros +skills) this mission causes me to (last before legedary guardian) sry if there was already thread and i didnt find it
Lightscout11
It was easy with triple necro vq team and me as a r10 ursan.I sent 2 groups of npcs tho the west gate and 1 to the east gate.All you have to do is rush to kill the generals.
Esan
Bring team speed boosts, a mm, and Lightbringer Gaze (spam on recharge), send all whispers to the east, protect center and west until bosses arrive, gank warrior, monk, para and ele boss in that order.
Mission is much easier than it is made out to be if you keep your wits abouot you and don't linger after a boss to finish off his friends.
Mission is much easier than it is made out to be if you keep your wits abouot you and don't linger after a boss to finish off his friends.
Improvavel
send 1 mm and one n/rt plus to of the whispers teams to the side where the ele boss spawn.
keep one mm and the rest of ur team with the last whisper team in the side the warrior boss spawn. I advise some way to kill those stance rangers fast, like ss or something that ends stances or prevents enemy from blocking.
So u let ur mm and n/rt healer keeps theit side while u take the monk and then the warrior bosses group. Then go kill the para boss and lastly take out the ele boss.
keep one mm and the rest of ur team with the last whisper team in the side the warrior boss spawn. I advise some way to kill those stance rangers fast, like ss or something that ends stances or prevents enemy from blocking.
So u let ur mm and n/rt healer keeps theit side while u take the monk and then the warrior bosses group. Then go kill the para boss and lastly take out the ele boss.
Desman
ty for tips gonna try these out
the_jos
Keep in mind that Devona has charge as elite, allowing for faster movement.
I took Derv, Warrior and two healer hench with sabway team and did not order my MM away but kept him with me.
Ordered all whispers to the east.
After a couple of times figuring out what the best position would be when the generals spawn it was less hard.
I almost got whipe at Ele boss, keep in mind he hits hard.
I took Derv, Warrior and two healer hench with sabway team and did not order my MM away but kept him with me.
Ordered all whispers to the east.
After a couple of times figuring out what the best position would be when the generals spawn it was less hard.
I almost got whipe at Ele boss, keep in mind he hits hard.
Chizuru
I don't understand why so many people suggest so kill the warrior boss first, he just take too long to kill in HM. Ele boss is down in less than 10 seconds with pain inverter, even without it he can't take too much punishment. Paragon boss is surprinsingly easy in HM, the monk boss also pretty easy, but going for warrior first with only H/H is pretty much suicide in HM.
Desman
i tried that what chizuru said it work well,before taht i tried other ones too ^^ (mission done) /bow for tips
Sethellington
gz on getting it. i struggled on this one, was 19/20 elona guardian for ages, but in the end i teamed with some guy who used cons and got masters first time. lame haha
Improvavel
Quote:
Originally Posted by Chizuru
I don't understand why so many people suggest so kill the warrior boss first, he just take too long to kill in HM. Ele boss is down in less than 10 seconds with pain inverter, even without it he can't take too much punishment. Paragon boss is surprinsingly easy in HM, the monk boss also pretty easy, but going for warrior first with only H/H is pretty much suicide in HM.
Guess I did that before pain inverter and with SS and IP on my necro
Shyft the Pyro
Finished it (and Legendary Guardian ) today, hero/hench style. My team consisted of:
Morgahn - Modified Zinger Tank (OQGkIxViJiqjSpdzVsw94K8JWeD)
[skill]Cyclone Axe[/skill][skill]Soldier's Fury[/skill][skill]"Watch Yourself!"[/skill][skill]"Go for the Eyes!"[/skill][skill]"They're on Fire!"[/skill][skill]Anthem of Flame[/skill][skill]Blazing Finale[/skill][skill]Signet of Return[/skill]
Whispers - Epidemic MM bomber (OAVDUsx3ML1qwRFPgGcCVVBA)
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Animate Shambling Horror[/skill][skill]Blood of the Master[/skill][skill]Death Nova[/skill][skill]Epidemic[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
Olias - Conditions SS (OAVDMjxHP5BhWZwO8J2dVVBA)
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Barbs[/skill][skill]Enfeebling Blood[/skill][skill]Weaken Armor[/skill][skill]Rip Enchantment[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
I was set up with a basic Searing Flames build, and brought Mhenlo, Kihm, Herta, and Devona. That's pretty much what I had been going into the mission with, though, and I even forgot to put on my Lightbringer title; what made the biggest difference was the strategy.
Previously, I sent all Whispers to guard the East side, and they held it well. The problem arose with the last Kournan Archers before boss spawn: they stopped too high up the hill, which either meant the minions would aggro the monk boss, or the center guards would die while I flagged Whispers away to get ready for rushing the warrior boss. Rushing the warrior boss without minions isn't a good idea, and rushing the monk boss never worked out because someone would sneak behind my back to the West bombard, so I figured sending 2 Whispers East and 1 West would keep things steady while I rushed the monk.
I was half right. The monk boss fell with relative ease, but the West squad wiped as well. Still, they bought me enough time to come back and defend the West bombard, and then push to and kill the warrior boss. The problem was that the East squads didn't do too well either, so I had to rush over and defend the East bombard with everything while the paragon boss kept sending Kournans at the center bombard (which by this point had no defenders either).
The key, I found, was in grabbing aggro. All you have to do is latch on to the newly spawned mob, and they will immediately rush you instead of continuing on their path to a bombard. Flagging the heroes and henchies between the paragon boss and the East bombard, I managed to keep the Kournans coming for it engaged with minions. If the heroes and henchies were still busy when the paragon spawned Kournans, I ran off, aggroed them, and led them to the minions. When they were not, I managed to pull the Margonites off the paragon boss, and eventually kill the boss itself. The ele boss was rather anticlimactic, as by the point you're down to only one you've already won
Morgahn - Modified Zinger Tank (OQGkIxViJiqjSpdzVsw94K8JWeD)
[skill]Cyclone Axe[/skill][skill]Soldier's Fury[/skill][skill]"Watch Yourself!"[/skill][skill]"Go for the Eyes!"[/skill][skill]"They're on Fire!"[/skill][skill]Anthem of Flame[/skill][skill]Blazing Finale[/skill][skill]Signet of Return[/skill]
Whispers - Epidemic MM bomber (OAVDUsx3ML1qwRFPgGcCVVBA)
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Animate Shambling Horror[/skill][skill]Blood of the Master[/skill][skill]Death Nova[/skill][skill]Epidemic[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
Olias - Conditions SS (OAVDMjxHP5BhWZwO8J2dVVBA)
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Barbs[/skill][skill]Enfeebling Blood[/skill][skill]Weaken Armor[/skill][skill]Rip Enchantment[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
I was set up with a basic Searing Flames build, and brought Mhenlo, Kihm, Herta, and Devona. That's pretty much what I had been going into the mission with, though, and I even forgot to put on my Lightbringer title; what made the biggest difference was the strategy.
Previously, I sent all Whispers to guard the East side, and they held it well. The problem arose with the last Kournan Archers before boss spawn: they stopped too high up the hill, which either meant the minions would aggro the monk boss, or the center guards would die while I flagged Whispers away to get ready for rushing the warrior boss. Rushing the warrior boss without minions isn't a good idea, and rushing the monk boss never worked out because someone would sneak behind my back to the West bombard, so I figured sending 2 Whispers East and 1 West would keep things steady while I rushed the monk.
I was half right. The monk boss fell with relative ease, but the West squad wiped as well. Still, they bought me enough time to come back and defend the West bombard, and then push to and kill the warrior boss. The problem was that the East squads didn't do too well either, so I had to rush over and defend the East bombard with everything while the paragon boss kept sending Kournans at the center bombard (which by this point had no defenders either).
The key, I found, was in grabbing aggro. All you have to do is latch on to the newly spawned mob, and they will immediately rush you instead of continuing on their path to a bombard. Flagging the heroes and henchies between the paragon boss and the East bombard, I managed to keep the Kournans coming for it engaged with minions. If the heroes and henchies were still busy when the paragon spawned Kournans, I ran off, aggroed them, and led them to the minions. When they were not, I managed to pull the Margonites off the paragon boss, and eventually kill the boss itself. The ele boss was rather anticlimactic, as by the point you're down to only one you've already won
bobrath
As stated above, it has a lot to do with using aggro to your advantage.
For the most part, the wiki writeup is good, so use that as your baseline. I went as a BHA/Epidemic ranger, and took the SAB build, Devona (for Charge), Mhenlo, Sologon, and Gerhaz. It seems (to me) that the melee henchies do a better job at breaking off combat when you leave. The important part here is that if you leave quickly, then Sab's minions stay behind while your real power can move on to the next fire you need to put out. Send all whisper groups east. They'll be able to hold for a very long time. You do have the extra group of vabbian soldiers in the south to give you a slight bit of breathing room. Set up to the right side of the south bombard. The first two groups that spawn will come to the center. Try to engage them well within range of the bombard. This helps in two ways. The bombard and vabbian guards help mow down the kournans faster AND you can keep an eye on the western bombard. Before you've finished off the second group, you'll see a wave spawn west and begin heading to the bombard. Break off your work in the center and book to the west. This is the first rough spot - but not too bad. Return to the center for the "last" group which will have a priest, oppressor, and two bowmen. (side note, always target the priest first, this makes your minions, bombard, and kournans much more effective). Do NOT kill the last bowman, but instead as it appears the bowman will be dying soon, charge to the spawn location for the western Warrior boss. Ideally you want to be standing on top of him as he spawns. Have everyone target the warrior boss. As soon as he drops, take off back to the center. They will be getting overwhelmed. Sure, you may be leaving some margonites behind and they may follow you. One of two things will happen. If you were fast enough, the only Margonites on the west will have been the initial spawn group - which never moves down to attack OR you'll have to do some good spread work as a second spawn will indeed move down to attack (but hopefully your minions will hang behind and delay them).At this point, you're going to be having some fun. Try to set up between the south and western bombards (with more emphasis on the southern). Get them both under control (leaving your MM and possibly rit healer flagged at southern the entire time). Eventually you'll be able to remove any threat to the west and have control of the south. Time your next attack to move up on the southwestern boss (monk I think) after you've taken out the wave.
Once again, target the general. The rest of the margonites don't matter. After killing the boss, sprint back down to the bombard. Some margonites will follow, others will hang at the rift. Get control.
Repeat the above for the southeastern boss (paragon I think). Depending on how your eastern whispers are doing and if the southern bombard is holding (without any defenders at this point), move directly to the final general. Pain Inverter makes this last boss much more manageable, but be prepared to lose some forces.
If you ever need to catch your breath (after taking down the warrior boss), you can hang out in the southern bombard radius for a long time. I took a phone call that lasted 20 minutes and when I returned, the east had just started to fall.
For the most part, the wiki writeup is good, so use that as your baseline. I went as a BHA/Epidemic ranger, and took the SAB build, Devona (for Charge), Mhenlo, Sologon, and Gerhaz. It seems (to me) that the melee henchies do a better job at breaking off combat when you leave. The important part here is that if you leave quickly, then Sab's minions stay behind while your real power can move on to the next fire you need to put out. Send all whisper groups east. They'll be able to hold for a very long time. You do have the extra group of vabbian soldiers in the south to give you a slight bit of breathing room. Set up to the right side of the south bombard. The first two groups that spawn will come to the center. Try to engage them well within range of the bombard. This helps in two ways. The bombard and vabbian guards help mow down the kournans faster AND you can keep an eye on the western bombard. Before you've finished off the second group, you'll see a wave spawn west and begin heading to the bombard. Break off your work in the center and book to the west. This is the first rough spot - but not too bad. Return to the center for the "last" group which will have a priest, oppressor, and two bowmen. (side note, always target the priest first, this makes your minions, bombard, and kournans much more effective). Do NOT kill the last bowman, but instead as it appears the bowman will be dying soon, charge to the spawn location for the western Warrior boss. Ideally you want to be standing on top of him as he spawns. Have everyone target the warrior boss. As soon as he drops, take off back to the center. They will be getting overwhelmed. Sure, you may be leaving some margonites behind and they may follow you. One of two things will happen. If you were fast enough, the only Margonites on the west will have been the initial spawn group - which never moves down to attack OR you'll have to do some good spread work as a second spawn will indeed move down to attack (but hopefully your minions will hang behind and delay them).