I did THK today on my necro, third time of finishing the mission, and countless tries.
I was expecting an amazingly hard battle, as i only took henchies, but all i got was one mesmer boss, a couple of normal mursatt and then Donfessor Dorian. None of us died, and it was over increbily easily.Never has THK been so easy. I was wondering if they have updated THK to make it easier, or was it just plain great luck and a good spawn.
THK-Update?
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The only thing "hard" about THK was getting a group together that knows what to do.
I still think the hardest mission is the timed mission in the Crystal Desert... Thirsty River is it? It's the timer that makes it tough... people do things they normally wouldn't because they see the clock tick down "OMG, the timer, charge in!"
I still think the hardest mission is the timed mission in the Crystal Desert... Thirsty River is it? It's the timer that makes it tough... people do things they normally wouldn't because they see the clock tick down "OMG, the timer, charge in!"
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No nerf at THK. You can still get Demetrio the Enduring at THK (I just hate him). Hench..... its easy if you compare Pugs. If you're lucky to get a team which they understand and listen orders, all will be fine. And what the players doesn't understand, the "Invincible Trio" (Warriors, Monks and Nukers) doesn't work well either.
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Blah I've tried this mission at least 35 times using henchies and PUG's still can't get past it. I've done every conceivable ranger build from poisoner, to B/P, to trapper. Finally I just decided I really don't want to go to fire islands that badly. It became an issue of the benefits of getting past it versus the aggravation and the aggravation outweighed the benefits.
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Originally Posted by Str0b0
Blah I've tried this mission at least 35 times using henchies and PUG's still can't get past it. I've done every conceivable ranger build from poisoner, to B/P, to trapper. Finally I just decided I really don't want to go to fire islands that badly. It became an issue of the benefits of getting past it versus the aggravation and the aggravation outweighed the benefits.
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Struck me as being ridiculously easy, but I'm hardly complaining.
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For the love of..
THK has never been hard.. if you do it right and plan the seige properly there shouldn't be a problem- even with a bad spawn. A nice and simple way is to take 2 stance tanks and make them hold the stormbeacon torches. Then the 2 monks (you only ever need 2) can just concentrate on healing them while the other 4 players do damage.
THK has never been hard.. if you do it right and plan the seige properly there shouldn't be a problem- even with a bad spawn. A nice and simple way is to take 2 stance tanks and make them hold the stormbeacon torches. Then the 2 monks (you only ever need 2) can just concentrate on healing them while the other 4 players do damage.
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THK is not hard as long as you have at least one person in the group who has done it before. My GF and I took a PUG through and we had to marshall everyone together as we had a monk who kept picking up the torch for some reason as opposed to healing anyone, warriors who kept running outside the gates instead of camping and trapping at the king like we had agreed to at the beginning. We had fully 15 minutes of a shining example as to why the armed mob theory doesn't work. We managed to beat it because of several factors. My GF was the other monk and is not afraid to tell people what to do and withhold healing if they want to be something dumb. I took my ranger to the other gate and trapped the entance, then got on the catapults and wore down groups special enough to hang out in its range. I also had rebirth, so I res'ed on the other side whenever the non-healing, non-resing, torch wielding monk watched someone die. Finally, the ele boss spawned. If we had received the dreaded monk boss, we would have lost for sure. We used to do this mission with a guildie group about once a week and never had problems, even with the monk boss.
