gyala hatchery (luxon)..how to beat it?

nimloth32

nimloth32

Lion's Arch Merchant

Join Date: Oct 2005

Celestial Order

W/Mo

topic

guys, can you share any strategy to beat this mish?? it seems that when the kurzicks swarm in, the young turtles' health drop very fast and then it is over...

moko

moko

??uo??o??

Join Date: May 2006

helpful stuff;

-one trapper that traps the place where the mini turtles wait when under attack.

-one ward ele, this will reduce damage by a fair amount.

-assign a prot monk (preferable boon prot) for turtle protection. thats their MAJOR job. team comes after. if you dont trust one healer keeping up the team alone, get a spirit spamming rit.

-kill as fast as you can and DONT let ANY juggernauts to the turtles!

besides of that, place the smoke canisters in a smart way and gl.

Man With No Name

Man With No Name

Frost Gate Guardian

Join Date: May 2005

Manchester, UK

W/

There's also another way -- whereby you can get Mastery with a full henchmen team, as I've done twice.

At the start of the mission you basically hang right, head downwards, then head up towards the start again -- clearing the map in advance of the turtles, which never set off until you return.


If you're adverse to taking advantage of this small bug -- you'll likely need a full human team. Pack a few counters to physical damage characters (rangers and warriors are in abundance) Ward against Melee, Displacement, Traps and smart placement of the turtles smoke shell should see you gaining a Mastery fairly easily.

Kaguya

Desert Nomad

Join Date: Jan 2006

Moon

Mo/

Smart placement of the canisters is the key here, and a human monk to keep the turtles alive (possibly can do without the human monk, but that was meee when I got master's :P)

Completed the mission soon after launch with a ranger, rest of the team henchies.

SirShadowrunner

Lion's Arch Merchant

Join Date: Sep 2005

at the beach

Gamerzunlimited (GU)

R/

I tried this reverse method last night with my mesmer and all
henchies, all went well till I got to the turtles, that first
spawn was still able to take out all but one baby turtle, so this
might be an easier method, but you still need real ppl, problem
was as I was trying to run around with smoke canisters the
stupid npc's just follow you and do not fight much, so good
luck with this.

Sagaris

Sagaris

Wilds Pathfinder

Join Date: Aug 2005

Netherlands.

Quote:
Originally Posted by SirShadowrunner
I tried this reverse method last night with my mesmer and all
henchies, all went well till I got to the turtles, that first
spawn was still able to take out all but one baby turtle, so this
might be an easier method, but you still need real ppl, problem
was as I was trying to run around with smoke canisters the
stupid npc's just follow you and do not fight much, so good
luck with this.

The alternative method is easy, after you've done fighting the baddies and get up too the turtles you're henchie monks will keep the turtles alive. I only had a hard time getting to the turtles when 2 full groups of rangers were spiking my henchie team, me and Talon ftw. Only ones left alive.

Dave_Spanners

Ascalonian Squire

Join Date: Apr 2006

You really need a human team to do this mission, I got it fairly easily when I managed to assemble enough people. One useful thing I have found is that only taking one canister off the guy at the start is a good way to go about things, as you'll kill enemies in just one salvo because all the turtles shoot at one place.

As others have said, you want a spirit spammer or monk whose job is turtle protection. Union seems to work very well for this: I think the turtles have natural damage reduction anyway, so this brings it down to almost nothing.

Ate of DK

Ate of DK

Wilds Pathfinder

Join Date: Oct 2005

Netherlands

None but Fools [nuts]

With 7 henchies is easy:

http://i75.imagethrust.com/images/25...gaylagate.html
http://i75.imagethrust.com/images/25...hlareward.html

frickaline

Frost Gate Guardian

Join Date: Dec 2005

Quest Of Ages

go the back way
-or-
bring a healing hands/healing seed monk for the turtles. some would also say heal area but i never needed that. hh was plenty for masters, even the front way.

be sure to set cannisters properly at all times.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

The back way worked for me every time....the only difficult part of it is when certain players, after having agreed to the statement "Do not talk to the turtles", then go off and talk to the turtles. Consequently all the turtles die. Oh, the guild wars world would be a much better place if people payed even a minute amount of attention to what was being said before missions begin.

english storm

Frost Gate Guardian

Join Date: Mar 2006

W/Mo

the back way works fine, the trick to the first spawn that attack you straight after you walk back to the turtles is to rush to the middle of the baby turtles and drop all 3 smoke canisters there. Rush to the front and then take out the three jugernauts, you wont even have to fight any of the others because as soon as they go near the baby turtles they die

BrutusV

BrutusV

Academy Page

Join Date: Apr 2006

Aequitas Deis [AD] http://aequitasdeis.guildportal.com

W/N

Dropping canisters on the turtles is key whichever way you're doing it, it keeps the young turtles alive more effectively than anything you can do.

Trapper trapping young turtles, bonder or spirit spamming ritualist help a lot too if you're doing it the regular way.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

I'll add a few. I'm in favor of doing this mission the normal way.

1.) Trapper needs to bring Heal Sring. It helps if its an Oath Shot Trapper, and can drop a heal spring indefinately.

2.) A MM or Warrior needs to engage the ranged attackers and eles from a distance. Slightly out of range of the young turtles, but still in range of cannons.

3.) Juggernaughts first. ALWAYS. It only takes one warrior or the MM to keep the Rangers and Eles busy. It only takes one trapper to keep the Warriors busy. So focus on the Juggernaughts first. If your trapper is trustworthy, use the canisters to take out ranged attackers next, then drop them to finish off the warriors.

4.) As long as you keep the cannons alive... You really don't need many direct damage dealers on this mission. While their in short supply, bringing three monks and dedicating a monk to healing the turltes is hardly overkill. Bonder's work like a dream for this.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

No matter what, try to do not lose any turtle cannon in normal way. The difficulty will increase. Like Snipious said, Juggernaut first. 3 hits by cannons on them do the trick.

Hoot

Pre-Searing Cadet

Join Date: Apr 2006

CA

Foriegn Legion

Mo/Me

I've done it both ways. The first time was the straightforward way and we had a good mix of chararacters. I was the monk responsible for the turtles and the other monk took care of the human players. I used a few protection spells, but mostly healing breeze to keep my turtles alive. Having a necro with well of blood helped as well as a ritualist with protective spirits around the turtles. We only used one smoke cannister, instead of all three. Just have one cannister directs the fire power of all three siege turtles to one target. The tank who carried the can knew the placement of where to put the can, so it helped.

I also did it the back way with my tank. It was easy enough, just had to pull groups so we didn't aggro everyone at the same time. I think having more tanks doing it the back way helps, whereas less tanks are probably needed in the front way. Once we killed all the groups, we went back and got the turtles. We still had a couple groups left to kill, but it was very easy and smooth sailing to the gate after that.

CorstedPirate

Lion's Arch Merchant

Join Date: Jan 2006

Knights of the Void

Mo/

The last time I did this with my guild we were just having fun. And it really is great fun! We had along an A/W since he needed the mission. An E/Rt for wards and Shelter. An E/(can't remember) for wards and damage, he also placed the canister. The rest were monks! We had 3 guild monks and the 2 henchie monks. Few missions have ever been as easy as that was.

The siege turtles were our damage. Only one canister was used so they would focus fire. The canister placer also used ward agains foes at the location of the canister so that the movement would be slowed. It is best to have that person be someone that is also very familiar with the spawns and movement of the enemy.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

A single trapper can lay waste to Juggernaughts alone. They walk that slowly (before crippled) they'll walk over everything you lay down. All it takes is Barbed, Flame, Vipers and Dust and a huge portion of there health is gone and degening fast. Plus Whirling Defences is good for scattering agro That damn Complicate gets a *bit* annoying though. Healing Spring is a bit overkill if you have a dedicated healer for the turtles and a spirit spammer. You'd be better off focusing on the enemies.

Ward Against Foes is a good 1 to put on 1 side while the turtles nuke the other side.

LiQuId StEeL

LiQuId StEeL

Desert Nomad

Join Date: Jul 2005

/u/liquidsteel30

Ego Trip From Rank [ZERO]

W/Mo

Prot spirit on turtles = gg

Didn't have a problem keeping the stupid pug + turtles alive with it

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

A pug I was with 2 days ago did it with ease. Things that helped:

Ritualist with spirits (Union, Shelter, Displacement, Shadow Song...)
Healers (well, that's a no brainer)
Minion master (helped slow stuff down, added damage)
Blood/Death support necro (Well of Power/Well of Blood = +12 pips regen on all turtles once you get some kills near them, lots of energy for healing, putrid explosions, Well of Suffering eats away any who stay around too long)

Really this is a mission that you could do with 8 monks all specced to prot/heal. The siege turtles dish out enough damage if you use them right.

Parson Brown

Parson Brown

Wilds Pathfinder

Join Date: Apr 2006

In ur base...

The one true [Hope]

E/

You need:
1 Monk or Ritualist
7 other people (2 of whom need to know how to use the smoke)

If you have a monk: Bond young turtles and be prepared to heal.
If you have Rit: Shelter/Union/Displacement spam the turtles and be prepared to heal.

Most of your damage is done by turtles. Don't feel you need to drop all 3 smokes, as this divides your fire too much. I often only grab 2 cannisters to prevent this. If things get hairy near turtles, drop a smoke right near them.

Other helpful skills:
Healer to follow party
Ward against Foes: keeps them in turtle radius
Blind/cripple
Minions

Once you reach the Hatchery and Afflicted come, drop smoke right in doorway and let them come to you.

milan

Desert Nomad

Join Date: Nov 2005

BONE

N/

I just completed this, after a few tries. I did it with my mm (with well of blood) and henchmen

Don't take any fighter type henchies just ranged attackers.

It might go slowly but follow behind the lead turtle at all times, when they stop drop the smoke in the middle of the turtles and don't allow yourself to be lured away from there.

Anything that comes in close to attack will get smushed by the turtles, use their corpses for minions and occasionally wells of blood.

I got through with all 3 siege turtles and only lost one of the young.

When you come to afflicted Just put the smoke at the gates where they wander in and use your minions, you'll be constantly summoning.

Simple. By the way only got masters award on that one.

Ecksor

Ecksor

Krytan Explorer

Join Date: Feb 2006

kkthnxbai

Knights And Heroes [Beer]

you follow the right wall and go around killing everything, then once all is dead run back to the turtles, and escort them. (there wont be much that pops). when you get to the gatee put the canisters in a line, then the cutscene should start. skip the cutscene, and watch things die. you win.

Cherng Butter

Cherng Butter

Desert Nomad

Join Date: Jan 2006

Maryland

The Mirror Of Reason [SNOW]

E/Mo

Use a Minion Master.

Seriously, i got fed up with PUG's trying to do the longcut cheap way, so I went with 7 henchmen (Longbow, Interrupt, 2 Monks, Ritualist, 2 Warriors). I went around the long way and aggroed like a noob W/Mo the whole time and cleared the whole place with ease (It doesn't help that minions will chase after anything in range). Your minions will die, but the mobs will too.

Anyway, after I cleared the beach, the large tent thingy, I just dropped a canister on the young turtles and camped. It was easy going after that (though all my minions were at -10 degen).

My friend on monk was having trouble with the mission, so I used the same strategy with him, and got masters reward again.