Gyala Hatchery
freeze91
Any tips for this mission ?
Ole Man Bourbon
Bring a Bonder, kill the Juggernauts first and foremost at all times.
Prefectus
use the trick given on www.guildwiki.org
RuPee
yup that trick works like a charm. after clearing the waves of kurzicks from the back, all you have to do is fight the first group and then all you do is walk in.
CorstedPirate
Today I did that mission. There were only a couple of afflicted left when I code 007'ed. Yep, all that work keeping the turtles and everyone else alive, and I errored out. I messaged one of the people whose names I remembered to appologise, but we were basically done with the mission. So now I have to redo it!
baz777
Managed to complete this one last night
A useful team might consist of:
2 monks (2 bonders or 1 bonder + 1 healer)
1 trapper ranger (my role last night to trap route of incoming and slow them down)
MM Nec
Ritulist (shelter etc)
A useful team might consist of:
2 monks (2 bonders or 1 bonder + 1 healer)
1 trapper ranger (my role last night to trap route of incoming and slow them down)
MM Nec
Ritulist (shelter etc)
freeze91
OMG
too easy with the trick, you can do it with the henchmen


trf2374
Quote:
Originally Posted by freeze91
OMG
too easy with the trick, you can do it with the henchmen
Could do it with henchmen before, without any trick.


Talon Kalor
I beat it last night without the trick. Main things you will need are a good bonder and a good MM. We had a awesome bonder, he kept bonds on all the turtles and himself.
We had something like this...
1 Bonder
1 Healer Hench (yep hench)
1 MM
1 War
1 Ele
1 Sin
1 Ranger
1 Rit( i think)
BTW Beat it with masters.
We had something like this...
1 Bonder
1 Healer Hench (yep hench)
1 MM
1 War
1 Ele
1 Sin
1 Ranger
1 Rit( i think)
BTW Beat it with masters.
Parson Brown
Beat it twice without resorting to tricks.
Good use of the turtles can make bad groups look good. I've seen them take out entire mobs without player assistance, so learn where to drop the smoke.
For insurance, bond the turtles and have the bonder assigned to keeping them alive.
Other than that. Just practice and try to avoid henchies, especially for healing. The mission area is usually pretty deserted, so it leads to some interesting party composition, but just go with it.
Good use of the turtles can make bad groups look good. I've seen them take out entire mobs without player assistance, so learn where to drop the smoke.
For insurance, bond the turtles and have the bonder assigned to keeping them alive.
Other than that. Just practice and try to avoid henchies, especially for healing. The mission area is usually pretty deserted, so it leads to some interesting party composition, but just go with it.