Dunes Bonus - Bane of Pefection
Cherno
I have all six classes through the game and have all the bonuses done on each one....except dunes. For some reason this bonus is the bane of my achieving complete map fill in. I know about the tricks -- Transversal/Consume, Tanking the Boss, etc. But for some reason, every time I try to get this going with a PUG either the ghost dies or time runs out prior to killing the last boss.
It bugs me to no end that this is such an easy mission, but can't get the bonus done.
Any suggestions or volunteers to work up a group to try and get it done? I would like to get it done on all my characters eventually, so I am not adverse to doing it a couple of times in a row and switching roles.
It bugs me to no end that this is such an easy mission, but can't get the bonus done.
Any suggestions or volunteers to work up a group to try and get it done? I would like to get it done on all my characters eventually, so I am not adverse to doing it a couple of times in a row and switching roles.
lambda the great
I'll help, My Warrior need that mission lol
<--Ign: Red Rooster x
I'll be on tonight PST
<--Ign: Red Rooster x
I'll be on tonight PST
Aera
lol? ive even managed to do it with henchies :/
SpaceGh057
I'll help out with whatever character you need, I also ave one of each through the game, unfortunately though, I may not be on tonight.
IGN - Peter Windwalker (1st account) / Steve Windwalker (2nd account)
IGN - Peter Windwalker (1st account) / Steve Windwalker (2nd account)
Cherno
Quote:
Originally Posted by Aera
lol? ive even managed to do it with henchies :/
So instead of a condescending "lol", how about you give the strategy you used to do it with henchies?
How to you keep the ghost alive while you and all your henchies run off to kill the bosses without running out of time?
How to you keep the ghost alive while you and all your henchies run off to kill the bosses without running out of time?
Maxiemonster
You completed the THK Bonus and you can't figure out how you can get through the Dunes Bonus? Guess you've got some good friends that got you through that Bonus!
Cherno
Like I said, for some reason this one eludes me. THK bonus is easy. Camp the king, and if you want an easier time, hold the torch.
Timing, the split nature of keeping the ghost alive and being out away killing ghosts all the while dwindling by time has caused many PUGS I have been in fail this bonus.
IIRC, Shiverpeaks missions have an 8 man party, where as desert only has 6? So getting a pug with two monks is hard enough. Most of the PUG strategies on achieving bonus consist of a warrior and monk staying back to protect the ghost, while the other 4 go off to kill the bosses. Depending on PUG makeup this can be less than ideal.
If you are going to be condescending, please go post someplace else. Post for helpful strategies or wanting to join up.
Timing, the split nature of keeping the ghost alive and being out away killing ghosts all the while dwindling by time has caused many PUGS I have been in fail this bonus.
IIRC, Shiverpeaks missions have an 8 man party, where as desert only has 6? So getting a pug with two monks is hard enough. Most of the PUG strategies on achieving bonus consist of a warrior and monk staying back to protect the ghost, while the other 4 go off to kill the bosses. Depending on PUG makeup this can be less than ideal.
If you are going to be condescending, please go post someplace else. Post for helpful strategies or wanting to join up.
Racthoh
Just so you don't make the same mistake I did when trying it, you have to kill the three bosses and the two forgottens that are with each one.
I did it with the henchmen, can't remember which ones, I wasn't using Lina or Dunham though I remember that much. My build was:
Riposte
Flurry
Hundred Blades
Watch Yourself
Galrath Slash
Final Thrust
Healing Signet
Plague Touch
16 sword
11 strength
9 tactics
It was a while ago, but the best thing I could say would be to always kill the scarabs first when they pop out of the ground and Plague Touch blind back onto the forgotten so they won't Concussion Shot Alesia.
I did it with the henchmen, can't remember which ones, I wasn't using Lina or Dunham though I remember that much. My build was:
Riposte
Flurry
Hundred Blades
Watch Yourself
Galrath Slash
Final Thrust
Healing Signet
Plague Touch
16 sword
11 strength
9 tactics
It was a while ago, but the best thing I could say would be to always kill the scarabs first when they pop out of the ground and Plague Touch blind back onto the forgotten so they won't Concussion Shot Alesia.
Nater
---<Cutscene>---
Go and get the Slow Totem. Not needed, but can help.
Tell Ghost to stay put, kill the Enchanted Bows on each side of the bridge.
Have the ghost drop the bridge.
Put the Slow Totem in the choke point. Dismantle the charging enchanted's.
Tell the Ghost to stay put, go kill the enemy Ghost, then take the Slow Totem to the West gate.
Snake Ele's come from the East, then West, then South, then East again.
Then Enchanted Bows come to the South and West gates. Kill them all.
Head out the South gate and kill the Boss(boss last) and his buddies. Note to take out any bugs that pop up first. Quickly run back to the West gate as soon as the boss dies, as another bunch of baddies including another Boss will show up.
After they're dead head back out the South gate to kill the other bosses, you should have well in excess of 4 minutes to kill the remaining 2 bosses. Once you're down to the LAST boss, and all his minions are dead already, it can be a good idea to have a 1 or 2 hardened(read: Good Warriors) party members run back to protect the Ghost from the final onslaught of Enchanteds as the timer ticks down.
Of course everyone should bring Rez Sig(save for maybe the monks) and I've found its a good idea for Warriors to go W/N and bring Plague touch for all the Blind the Bows throw around. Sheilds Up! & Watch Yourself! are also very valuable.
If you get a MM in your group, tell em to take a hike or switch to Blood for Spike/Wells or Curses for SS. There aren't enough bodies to make a MM very useful IMO.
Go and get the Slow Totem. Not needed, but can help.
Tell Ghost to stay put, kill the Enchanted Bows on each side of the bridge.
Have the ghost drop the bridge.
Put the Slow Totem in the choke point. Dismantle the charging enchanted's.
Tell the Ghost to stay put, go kill the enemy Ghost, then take the Slow Totem to the West gate.
Snake Ele's come from the East, then West, then South, then East again.
Then Enchanted Bows come to the South and West gates. Kill them all.
Head out the South gate and kill the Boss(boss last) and his buddies. Note to take out any bugs that pop up first. Quickly run back to the West gate as soon as the boss dies, as another bunch of baddies including another Boss will show up.
After they're dead head back out the South gate to kill the other bosses, you should have well in excess of 4 minutes to kill the remaining 2 bosses. Once you're down to the LAST boss, and all his minions are dead already, it can be a good idea to have a 1 or 2 hardened(read: Good Warriors) party members run back to protect the Ghost from the final onslaught of Enchanteds as the timer ticks down.
Of course everyone should bring Rez Sig(save for maybe the monks) and I've found its a good idea for Warriors to go W/N and bring Plague touch for all the Blind the Bows throw around. Sheilds Up! & Watch Yourself! are also very valuable.
If you get a MM in your group, tell em to take a hike or switch to Blood for Spike/Wells or Curses for SS. There aren't enough bodies to make a MM very useful IMO.
DeanBB
As a monk I can keep the ghost alive indefinitely while staying out of the aggro of the attackers so the other 5 players can go off and kill the bosses for the bonus. I've done this many times already, each time keeping the ghost up for the entire 10 minutes. Unfortunately the "away team" hasn't always been successful!
Just use Life Barrier, Mending, Watchful Spirit, etc and stay by the stairs near the bridge and slip down for a heal as needed.
Just use Life Barrier, Mending, Watchful Spirit, etc and stay by the stairs near the bridge and slip down for a heal as needed.
ender6
Quote:
Originally Posted by DeanBB
As a monk I can keep the ghost alive indefinitely while staying out of the aggro of the attackers so the other 5 players can go off and kill the bosses for the bonus. I've done this many times already, each time keeping the ghost up for the entire 10 minutes. Unfortunately the "away team" hasn't always been successful!
Just use Life Barrier, Mending, Watchful Spirit, etc and stay by the stairs near the bridge and slip down for a heal as needed. That's exactly how i did the bonus
Just use Life Barrier, Mending, Watchful Spirit, etc and stay by the stairs near the bridge and slip down for a heal as needed. That's exactly how i did the bonus
Nater
Quote:
Originally Posted by DeanBB
As a monk I can keep the ghost alive indefinitely while staying out of the aggro of the attackers so the other 5 players can go off and kill the bosses for the bonus. I've done this many times already, each time keeping the ghost up for the entire 10 minutes. Unfortunately the "away team" hasn't always been successful!
Just use Life Barrier, Mending, Watchful Spirit, etc and stay by the stairs near the bridge and slip down for a heal as needed. I've always felt my method of doing it was the way it was 'meant' to be done, with no little tricks or exploits involved. Good ole fashioned monster ass-whooping and team work. It's very systematic...move here - kill, move here - kill, move here - kill. As long as you don't have noobs running to grab that Yellow Dye that dropped you'll be successful.
I think its easier overall too, because you don't lose a party member to sit there and camp the Ghost.
Just use Life Barrier, Mending, Watchful Spirit, etc and stay by the stairs near the bridge and slip down for a heal as needed. I've always felt my method of doing it was the way it was 'meant' to be done, with no little tricks or exploits involved. Good ole fashioned monster ass-whooping and team work. It's very systematic...move here - kill, move here - kill, move here - kill. As long as you don't have noobs running to grab that Yellow Dye that dropped you'll be successful.
I think its easier overall too, because you don't lose a party member to sit there and camp the Ghost.
kryshnysh
The first time I did it, I ended up in an awesome PuG (yes, they do exist; after 8 hours of failed attempts with PuGs). We had two monks, one with pure heal, other prot/smite (before the change to mend ailment), and had four good damage dealers. The biggest thing really was that we removed conditions (esp blind and dazed) immediately upon application (my job as prot/smite). Just as Nater described.
Second time was a total fluke. We were helping a guildie (necro, MM with Verata's capped south of ToA) and a friend of mine (level 15 Ele) through the mission, didn't care about the bonus. Somehow blasted through the bonus with about a minute left after the bosses were done (healer had to run back to save the ghost at the end of the battle with the bosses).
I was the tank, had Shield of Judgement and grabbed the slow totem and never dropped it. I rounded up all the aggro, used SoJ for my damage, had a Mesmer, a Me/E fast-cast nuker, healer, and the other two mentioned who needed the regular mission. Similar strategy to that described by Nater or guildwiki, but never putting down the totem, using it to hold aggro instead. This allowed for better nuking and for the damage from my SoJ to be basically guaranteed, as well as less stress on our healer (who as I mentioned left before we finished the last general). The other nice piece about the slow totem is it meant that the blind the bows used wasn't an issue, I wasn't fighting, so blinding me didn't hurt.
Second time was a total fluke. We were helping a guildie (necro, MM with Verata's capped south of ToA) and a friend of mine (level 15 Ele) through the mission, didn't care about the bonus. Somehow blasted through the bonus with about a minute left after the bosses were done (healer had to run back to save the ghost at the end of the battle with the bosses).
I was the tank, had Shield of Judgement and grabbed the slow totem and never dropped it. I rounded up all the aggro, used SoJ for my damage, had a Mesmer, a Me/E fast-cast nuker, healer, and the other two mentioned who needed the regular mission. Similar strategy to that described by Nater or guildwiki, but never putting down the totem, using it to hold aggro instead. This allowed for better nuking and for the damage from my SoJ to be basically guaranteed, as well as less stress on our healer (who as I mentioned left before we finished the last general). The other nice piece about the slow totem is it meant that the blind the bows used wasn't an issue, I wasn't fighting, so blinding me didn't hurt.
Asrial
I read in another thread that if you don't kill the first boss that comes in (west gate), no more creatures will rush in. I haven't personally tested this, but I just might.
Nater
Quote:
Originally Posted by Asrial
I read in another thread that if you don't kill the first boss that comes in (west gate), no more creatures will rush in. I haven't personally tested this, but I just might.
More baddies make their way towards the Ghost after each boss death.
I don't know for sure if that counts for the boss that shows up at the West gate...in fact it almost can't happen, or else the way I've done the bonus countless times wouldn't work. That's why when you run out the South gate and kill the first boss real quick, you have to run back to the West gate to take care of the incoming. It also happens to time perfectly with the arrival of the West gate boss that is going to come anyways.
This is also why it's a good idea, after killing the last two bosses (if there's any significant amount of time left) to run back to the Ghost to take some of the heat off of him.
I don't know for sure if that counts for the boss that shows up at the West gate...in fact it almost can't happen, or else the way I've done the bonus countless times wouldn't work. That's why when you run out the South gate and kill the first boss real quick, you have to run back to the West gate to take care of the incoming. It also happens to time perfectly with the arrival of the West gate boss that is going to come anyways.
This is also why it's a good idea, after killing the last two bosses (if there's any significant amount of time left) to run back to the Ghost to take some of the heat off of him.
jackie
You can still use Necrotic Traversal + Vampiric weapons trick to get the bonus with the most easiest way.
One scarab pop ups (not always but every 2nd run) behind the south gate and you can nuke it and after that Mo/N or N/Mo whatever you like, can use traversal to that scarab. After that everyone in party puts vampiric weapons and die as close to the scarab body as possible so that Mo/N N/Mo can use rebirth and carry everybody over.
Of course this way you can't finish the mission. The scarab doesnt spawn there always but at least I've done it like that. Easy to kill generals without timer aye
One scarab pop ups (not always but every 2nd run) behind the south gate and you can nuke it and after that Mo/N or N/Mo whatever you like, can use traversal to that scarab. After that everyone in party puts vampiric weapons and die as close to the scarab body as possible so that Mo/N N/Mo can use rebirth and carry everybody over.
Of course this way you can't finish the mission. The scarab doesnt spawn there always but at least I've done it like that. Easy to kill generals without timer aye

Cherno
Ah! The vampiric weapon was the piece I was missing for that trick!
Even if you can't get a jade to show up, you can usually use a long bow to pull the boss and kill him from a distance. This doesn't work if it is the monk boss though.
Hmm, obviously can't do it with henchies, or at least not do it and expect them to come to the bonus bosses. Will give it a try tonight!
Thanks!
Even if you can't get a jade to show up, you can usually use a long bow to pull the boss and kill him from a distance. This doesn't work if it is the monk boss though.
Hmm, obviously can't do it with henchies, or at least not do it and expect them to come to the bonus bosses. Will give it a try tonight!
Thanks!
Numa Pompilius
Quote:
Originally Posted by Maxiemonster
You completed the THK Bonus and you can't figure out how you can get through the Dunes Bonus? Guess you've got some good friends that got you through that Bonus!
WTH are you talking about? THK bonus is easy, all it means is slightly more enemies. Dunes bonus requires you to kill three groups of enemies in just a few minutes, while keeping the hero alive in a fourth place.
To the person who said he'd done the Dunes bonus with henches: I too would like to know how you did that.
To the person who said he'd done the Dunes bonus with henches: I too would like to know how you did that.
Nater
Quote:
Originally Posted by Cherno
So instead of a condescending "lol", how about you give the strategy you used to do it with henchies?
How to you keep the ghost alive while you and all your henchies run off to kill the bosses without running out of time? You can probably do it with henchies the same way you do it with ppl in the outline in my post.
How to you keep the ghost alive while you and all your henchies run off to kill the bosses without running out of time? You can probably do it with henchies the same way you do it with ppl in the outline in my post.
dr1zz one
ive done this bonus by using the totem for aggro...
stance tank with sprint and one monk. the rest could be damage dealers.
after the cutscene, get totem if you dont have it already.
stance tank never drops the totem. so, kill the bad ghost and timer starts.
tank goes and gets aggro to the first group on the left, then aggro the group to the right, then south, then back to the right with the boss.
after the boss, go south and kill the 2 bosses, then back to the ghost. you should have 2 minutes left. the monk used healing seed and whatever.
stance tank with sprint and one monk. the rest could be damage dealers.
after the cutscene, get totem if you dont have it already.
stance tank never drops the totem. so, kill the bad ghost and timer starts.
tank goes and gets aggro to the first group on the left, then aggro the group to the right, then south, then back to the right with the boss.
after the boss, go south and kill the 2 bosses, then back to the ghost. you should have 2 minutes left. the monk used healing seed and whatever.
Beat_Go_Stick
Quote:
Originally Posted by Racthoh
Just so you don't make the same mistake I did when trying it, you have to kill the three bosses and the two forgottens that are with each one.
I did it with the henchmen, can't remember which ones, I wasn't using Lina or Dunham though I remember that much. My build was:
Riposte
Flurry
Hundred Blades
Watch Yourself
Galrath Slash
Final Thrust
Healing Signet
Plague Touch
16 sword
11 strength
9 tactics
It was a while ago, but the best thing I could say would be to always kill the scarabs first when they pop out of the ground and Plague Touch blind back onto the forgotten so they won't Concussion Shot Alesia. But........you're a God, Racth. You probably could have just run in there with your W/Mo with a bar full of sprints and res spells and still have managed to complete the bonus :P
*runs in, sprints around, enemies die, RACTH WINS!*
I did it with the henchmen, can't remember which ones, I wasn't using Lina or Dunham though I remember that much. My build was:
Riposte
Flurry
Hundred Blades
Watch Yourself
Galrath Slash
Final Thrust
Healing Signet
Plague Touch
16 sword
11 strength
9 tactics
It was a while ago, but the best thing I could say would be to always kill the scarabs first when they pop out of the ground and Plague Touch blind back onto the forgotten so they won't Concussion Shot Alesia. But........you're a God, Racth. You probably could have just run in there with your W/Mo with a bar full of sprints and res spells and still have managed to complete the bonus :P
*runs in, sprints around, enemies die, RACTH WINS!*
Cherno
Went to try the vamp trick last night, and was surprised to get a party together very very quickly. Unfortunately, the first time through, we got to the fort gate and my guildie realizes he had taken off transversal from his bar.
No big deal, we restart and go again. Make it through, kill the enemy ghost....scarabs don't spawn, and the south gate boss is the warrior enchanted instead of one of the snake bosses and way out of range of Dragos. Every time I have attempted the trick in the past, the scarabs weren't there until you made it down into the area.
Where are you supposed to be able to trigger them from within the fort?
Will make another attempt tonight.
No big deal, we restart and go again. Make it through, kill the enemy ghost....scarabs don't spawn, and the south gate boss is the warrior enchanted instead of one of the snake bosses and way out of range of Dragos. Every time I have attempted the trick in the past, the scarabs weren't there until you made it down into the area.
Where are you supposed to be able to trigger them from within the fort?
Will make another attempt tonight.
Cherno
Finally got this to work last night with my necro doing the transversal trick. Was great fun.
We be making some more tries with my other characters tonight if anyone wants to go.
<---ign 1st account Cherno Bogs, 2nd account Slash Spark
We be making some more tries with my other characters tonight if anyone wants to go.
<---ign 1st account Cherno Bogs, 2nd account Slash Spark
Evilsod
Just make sure you have a domination mesmer with you. Power Block for the monk boss if you happen to find it and Wastrels Worry. You can quickly kill off the wurm on that side and totally spam bosses to death in seconds with it while the rest of the team concentrate on the forgotten.
Scutilla
Here's another idea (thanks to Zaxerxes from the GWO forums). I did it twice a couple days ago, so it works quite well.
You need two monks. The first should have Healing Hands, Healing Seed, Signet of Devotion, Blessed Aura, and whatever else (be sure to bring some good basic heal spells, I recommend Healing Breeze and Infuse Health). If you like you can sub out Hands for Peace and Harmony. Max out Healing Prayers and Divine Favor, and bring a 20% longer enchantments staff if possible.
The other monk should be a normal healer, with condition removal. The rest of the team just needs to kill the bosses as quick as possible, their builds aren't too important (when I was on the offensive team I found that an air elementalist with Ether Prodigy worked quite well).
Grab the slow staff on the way to the temple. When you get to the enemy hero, drop it right on top of him, where your hero will be standing. Defend against the first four groups (order: east, south, west, east) normally. From here, everyone but the enchantment monk leaves by the south exit, killing the fifth group on the way, and takes out the bosses.
The monk hangs out on the ramp north of the hero, with Blessed Aura (and P+H if you brought it) on. When the next group comes, stay back so as not to aggro them, and run in and heal the ghost when necessary. With Aura and your staff you should be able to keep Hands and/or Seed on the ghost full time, and use your other spells to heal him when necessary. You'll eventually have three mobs on him, but you should finish the bonus before the third one shows up.
The only trick here is not to aggro any of the waves- if you do, it's game over, since you don't have enough healing power to keep both yourself and the hero alive for any good length of time. Sometimes you'll get lucky and a wave will only have spellcasters, other times there will be warriors and you'll have to run away to avoid aggroing them.
You need two monks. The first should have Healing Hands, Healing Seed, Signet of Devotion, Blessed Aura, and whatever else (be sure to bring some good basic heal spells, I recommend Healing Breeze and Infuse Health). If you like you can sub out Hands for Peace and Harmony. Max out Healing Prayers and Divine Favor, and bring a 20% longer enchantments staff if possible.
The other monk should be a normal healer, with condition removal. The rest of the team just needs to kill the bosses as quick as possible, their builds aren't too important (when I was on the offensive team I found that an air elementalist with Ether Prodigy worked quite well).
Grab the slow staff on the way to the temple. When you get to the enemy hero, drop it right on top of him, where your hero will be standing. Defend against the first four groups (order: east, south, west, east) normally. From here, everyone but the enchantment monk leaves by the south exit, killing the fifth group on the way, and takes out the bosses.
The monk hangs out on the ramp north of the hero, with Blessed Aura (and P+H if you brought it) on. When the next group comes, stay back so as not to aggro them, and run in and heal the ghost when necessary. With Aura and your staff you should be able to keep Hands and/or Seed on the ghost full time, and use your other spells to heal him when necessary. You'll eventually have three mobs on him, but you should finish the bonus before the third one shows up.
The only trick here is not to aggro any of the waves- if you do, it's game over, since you don't have enough healing power to keep both yourself and the hero alive for any good length of time. Sometimes you'll get lucky and a wave will only have spellcasters, other times there will be warriors and you'll have to run away to avoid aggroing them.
xuemin
i did this pretty easily on my monk awhile ago, had 2 monks both with heal party, a W/N, some rangers and forgotten who else. but we left ghost on the ramp so timer didn't start, killed everything in sight that we could reach with longbows and then the tank used Transversal to get outside and would lure which ever mobs he could out to the rangers. we had to run to each of the doors to get all the mobs and even had time to get all the wurms. when the tank couldn't lure the mobs close enough to us then he just made sure he was in range of us monks to use heal party when needed. when we'd killed everything outside, we started the timer and carried on as normal.
Evilsod
Whats with all the 'healing the ghost' crap. I completed this bonus with henchman, the ghost died 10seconds afterwards. It was damn close obviously but thats only because the hench couldn't exactly bond or heal the Ghost...
The secret to the first part of it is rush like theres no tomorrow... Don't wait for groups to charge, go to them, gives you a good 4-5minutes to do the bonus. Domination Mesmer head for the wurm near the bosses, spam it to death with Wastrels in about 30 seconds while the rest of the team deals with the boss group to the side. While you wait go and kill a couple of jades if you can. Then the rest of the team can just sweep in and storm the place.
The rest of the team kill the Forgotten/Enchanted, mesmer deals with bosses via Wastrels spamming. A mesmer makes this bonus so much easier, seriously.
If you have a real monk you can go and heal the Ghost, that or just rush more. Plague Touch is pretty much a god send if your a warrior. On Thirsty i just stand there, all 4 Throw Dirt on me 1 by 1 then the ele nukes them while they group together.
The secret to the first part of it is rush like theres no tomorrow... Don't wait for groups to charge, go to them, gives you a good 4-5minutes to do the bonus. Domination Mesmer head for the wurm near the bosses, spam it to death with Wastrels in about 30 seconds while the rest of the team deals with the boss group to the side. While you wait go and kill a couple of jades if you can. Then the rest of the team can just sweep in and storm the place.
The rest of the team kill the Forgotten/Enchanted, mesmer deals with bosses via Wastrels spamming. A mesmer makes this bonus so much easier, seriously.
If you have a real monk you can go and heal the Ghost, that or just rush more. Plague Touch is pretty much a god send if your a warrior. On Thirsty i just stand there, all 4 Throw Dirt on me 1 by 1 then the ele nukes them while they group together.
Cherno
Just beat the bonus with my final character!
Thanks to Against X and my guildies for heling to get this done!
Thanks to Against X and my guildies for heling to get this done!
LordMahal
Other than the necro trick, ive found that using a solo warrior build of mine, and after killing the arcanists, I stay back taking on the remaining 2 bows/hammer swords, and the only boss group that enters the ghost chamber, while my 5 party members kill the other bosses. So long as I aggro the enchanted's far away from the ghost it works well. If, and I say if, I have a hard time with my 1 boss, I hold out till the party returns. My build will not allow me to die at the hands of enchanted or arcanist enemies, so it works out.
Bone Jangle
I did this with the Necrotic Traversal trick with three other guild buddies, although not for the bonus specifically (although we did end up getting it done). We did it in order to uncover the little area to the east with the big yellow bones.

Lord Sojar
Here is how I beat it each time.
6 Man team consists of:
1 Bond Monk with Life Barrier and Life Bond
1 healing monk (lvl20 is a must)
1 High Dmg Tank (eviserate or cleave, or battlerage adrenal spammer)
1 SS Necro (especially with the new factions skill, reckless haste)
1 Interrupt Ranger
1 Mesmerwith wastels worry and other heavy dmg domination skills (wastels goes off in 1 sec on Tyrian bosses, so u spam it "The Wastel's Cannon of Pain")
Bond monk stays with ghost, and periodically heals him for the 10 mins, but he rly wont take that much dmg. You can even use protective bond on him if u want, just for kicks. But essence bond on him to maintain your own energy, and stay out of aggro.
The other 5 man team proceeds to RAPE the bosses (especially the mesmer with wastels) The SS necro is for the boss's little minions and such. Warrior stays on the boss, and ranger interrupts boss as much as possible)
Works everytime without fail. GL.
6 Man team consists of:
1 Bond Monk with Life Barrier and Life Bond
1 healing monk (lvl20 is a must)
1 High Dmg Tank (eviserate or cleave, or battlerage adrenal spammer)
1 SS Necro (especially with the new factions skill, reckless haste)
1 Interrupt Ranger
1 Mesmerwith wastels worry and other heavy dmg domination skills (wastels goes off in 1 sec on Tyrian bosses, so u spam it "The Wastel's Cannon of Pain")
Bond monk stays with ghost, and periodically heals him for the 10 mins, but he rly wont take that much dmg. You can even use protective bond on him if u want, just for kicks. But essence bond on him to maintain your own energy, and stay out of aggro.
The other 5 man team proceeds to RAPE the bosses (especially the mesmer with wastels) The SS necro is for the boss's little minions and such. Warrior stays on the boss, and ranger interrupts boss as much as possible)
Works everytime without fail. GL.
Kook~NBK~
I've done it a couple of times and found that having one monk is fine. A balanced build with everyone on the same page can get the job done fairly efficiently. One way to take pressure off of the Hero is once the first 4 groups of forgotten are taken out, head to the south gate and take out the 2 enchanteds there, then run over to the west gate where a boss group is standing and take them out. Then go back out the south gate and take out the first boss. Killing him triggers the west gate mob to attack, but you've killed them, so they can't
. Then go into the fort and take out the henchies, saving the bosses for last, because when a boss dies, that triggers an attack on the hero. Once the team has the situation with the bosses under control, the Monk can take an early departure to get back to the Hero to be in position when the mobs attack.
cosyfiep
Did it yesterday with my monk/necro...me the warrior and necro nt over, no one had a vampiric weapon, so the 3 of us killed all the scarabs and some of the bows/swords....unfortuneately the warrior lost connection leaving me and the necro (who had a 45dp) on the outside.....our solution? there was a dune lizard wandering inside by the ghostly guy...they lured it close to the edge---and let it KILL them off ...then I rebirthed them on my side and we went to the southern fort and killed one forgotten guy and the councilor---and we got the bonus!....thought there were more to kill, but that was it (though we might have killed one at the begining...not sure)...it was pretty easy after we got everyone over the wall.............but it was pretty funny to see the monk and ele getting killed by a level 5 lizard!!
BrotherGilburt
With henchmen you have to leave the hero. How do you keep the creatures from killing him while your gone?
Brother Gilburt
Brother Gilburt
J3mo
Just did it with henchies had 0:07 secs left and the hero also died @ 0:05 :P
Evilsod
Quote:
Originally Posted by BrotherGilburt
With henchmen you have to leave the hero. How do you keep the creatures from killing him while your gone?
Brother Gilburt You don't, you just have to pray you finish them off quicker than they finish the hero off. Involves a hell of a lot of spamming Wastrels Worry to cut through bosses.
Brother Gilburt You don't, you just have to pray you finish them off quicker than they finish the hero off. Involves a hell of a lot of spamming Wastrels Worry to cut through bosses.