Minister's Cho Estate
Nothing special here really for masters. Make sure you have adequate damage so you can speed through it. A lot of melee here so AoEs are most effective.
Zen Daijun
Human group I would recommend. You can handily go through the mission but the end bosses, well the ritualist anyway, will wipe henchmen/heroes with Spirit Rift.
Vizunah Square
If you're in foreign, hope you get henchmen on the other side. Like Unwaking Waters, if the entire other team is NPCs they will have a 20 spec in their attributes making them a lot stronger than you are. Otherwise, passive defenses are the keys here. Personally when we finally got masters I had a Minion Master hero, a Mind Blast/Mark of Rodgort Zhed, and a Defensive Anthem (seriously my new favourite skill) hero. I would focus priority on the warriors and necros last simply because they do not post as immediate a threat as the eles, monks, rits, and rangers. Respectively, Aegis, Mind Burn/Lava Arrows/Lightning Orb, a whole lot of healing, and blind + dazed need to be removed ASAP.
Nahpui Quarter
We went from the turtle and moved around to the phoenix. Dealing with fewer of the dragon spirit was just easier than the degen from the phoenix spirit. All the monk would really do for damage was a single Signet of Judgement then normal attacks. Again, passive boosts like Shield's Up! and paragon chants helped in this mission.
Tahnaki Temple
I henched/heroed this one on my first try after several failed attempts the night before. I used my Defensive Chant Morgahn, Minion Master, and this time brought a spirit spamming Razah (union and shelter helped a bit). The only really tough room was the ritualist one, but it was just a matter of waiting for the groups to move on their own so it wasn't just one big aggro fest.
Arborstone
Shockwave hurts, but minions lived. Not sure what else to say, just don't let Danika get stuck and it should be a breeze. The end can be tough, just make sure you're out of the falling ceiling and it should be fine.
Boreas Seabed
Dolyak Signet on the aggro grabbing warrior. Avoid Argo's Cry at the start, and make sure you aren't balling into his AoEs. Other groups dropped with ease, and the big kraken at the end was cake.
Sunjiang District
Played it the same as on normal, not really any tricks needed here. The orb and spear helped (henched/heroed with Mandy) since they filled up rather quickly.
Gyala Hatchery
Hero/henched the back route. What a pain over an hour later. MM/Spirit Spam/Paragon team with the two monks, other rit hero, and the earth henchmen (he has Ward Against Melee which is sooooo hot here). The first thing to do is find the group of five kurzick warriors under that big turtle shell like thing. From there you'll have started to build an army of minions to make the rest of the fights a little easier. Pre-cast your spirits on every fight, drop necromancers first since they have reckless spirit and defile enchantments and then the elementalists. Unsteady Ground is a party wiper for the AI. Always have the minion master hero flagged well back from the rest of the group or the minions risk aggroing additional groups which leads to unwanted DP. I almost wiped several times during the mission because of it.
Unwaking Waters
Get a henchmen group on the other side and try to let them take the aggro. Simply put, they have a hard time dying. Interrupt Kuunavang's corrupted scales because they are a nuisance.
Raisu Palace
Despite the fact that everything is level 30, I didn't rush to the cutscene with Danika, and aggroed multiple groups on more than one occasion, this mission was really easy. I was under 20 minutes on hard mode, it simply wasn't that tough. The end fight was scary because I tried to kill the bosses first since everything was level 30, but make sure to kill everything that threatens your backline.
Imperial Sanctum
Surround him with warriors, Protector's Defense chain with Gladiator's Defense once he gets low on health. That with Storm of Swords = death.
The only mission I have not yet completed is Eternal Grove in Cantha. I was on the last group with all 12 alive but a group of two afflicted warriors came from the south that I had never seen before and killed the singers since I had my entire group on the north (because it had always been like that). I have noticed a few things though:
After defeating the group to the west, I send my entire henchmen/hero party to the center placing my paragon hero to the southern gate and my ritualist at the northern (so their aggro bubbles would be touching the entrance). Then place the rest of my party between them in the middle. I, on my warrior, run to the turtles as they spawn and kill just the turtle. I start with the southern turtle, then move outside of the grove avoiding all aggro to the north and killing that turtle. At which point, I return to the center and defend until there are no other groups coming from either side. At which point I run west killing the group of two rangers and a turtle. This group being killed triggers the cutscene.
After the cutscene, several of the rangers from the south and north that you don't kill turn ally and run to the stairs. The siege turtle from the north sometimes becomes an ally as well. Otherwise you'll be given about five additional luxon rangers running around the stairs on either side. There are also times when the new luxon ally's pets will literally not die until they have been beaten to death hundreds of times over. Despite all of these additions however, there are times when I just get a wipe so easily. I am at a loss about the minor differences that I am making that would lead to the end of the mission, and a wipe at the first wave.
Faction mission tips
Panais