Dunes of Despair bonus

Electric_Skeptic

Pre-Searing Cadet

Join Date: Jul 2005

Has anyone managed to complete the Dunes of Despair mission bonus? I've tried - and failed - about a bazillion times. If anyone has completed it, any tips? I'm at my wits' end!

Amei Leng

Amei Leng

Frost Gate Guardian

Join Date: Jul 2005

Left coast

Sleepless In Cyberspace (SIC)

Nope!

Kamatsu

Kamatsu

Moderator

Join Date: May 2005

Australia

Not sure it's possible to complete with henchies. Assuming you are in a 6 player group...

Once you have killed the 1st rush of critters that attack your Ghostly Hero (the snakes..) 4 of you need to go south to where the big bad bosses are and kill them. you need to leave 2 players behind to protect/heal the hero when the enchanted groups attack. You can only leave 1 person behind if they are really good at solo'ing enchanted critter's..

Don't know if you can do it with henchies.. because if you run after the snames come.. you'll have to run back when the enchanted atatck... and if you wait till after the enchanted attack you might not have enough time to then run out the back to kill the bossess there...

Blue Steel

Blue Steel

Jungle Guide

Join Date: Jun 2005

The Blue Empire [BLUE]

W/Mo

It is possible to do with henchies, but extremely difficult, and you have to be extremely good. Here is my basic strat once the ghost is on the alter: circle the alter killing snakes that attack, then enchanteds, if there is ever a moment that you aren't fighting things, you messed up. There is one period that seems quiet, but you have to take that moment to run out the south gate and kill the first boss (outside the fortress there) with enough time left to run back inside the base and heal the ghost as he is being attacked by more enchanteds and about to die. This moment is the most intense in doing the bonus with henchies, because there is only enough time if you get lucky and don't have too many scarabs spawn close to the boss. Then run back inside the base immediately to save the ghost from an attack, and fight another boss inside the base (coming in from the west entrance, I think). Kill that boss, then run back out the south gate and kill the two remaining bosses, and their two minions each, and anymore scarabs, with about 10 seconds to spare.

The really frustrating thing is that the instructions say to just kill the generals, but you don't get credit for the bonus unless you kill the generals and their two guards each, which is extremely hard with the limited time.

Soloing with henchies it is easiest if you are a warrior able to deal a lot of damage and kill fast, and you take mend ailment or some other skill to cure blindness, because you will be dealing no damage while blind, and far more damage than the henchies when you can see. Also remember this kill order: scarabs first, if there are any, then minions, than the boss EXCEPT when the boss is the healer monk, in which case you HAVE to kill him before his minions (since he will just word of heal them forever, and time is a luxury you don't have).

Good luck, beating this bonus with all henchies is one of the hardest things in Guild Wars, and a truly momentous accomplishment.

Roupe

Roupe

Krytan Explorer

Join Date: Jul 2005

Actually I have been told that a Warrior/Necro & two healers (with Heal party) can do the bonus, "quite easy & fast"

The Warrior necro kills a certain friendly critter, and teleports there, getting to the bonus bosses, without opening up the fort. The Healers cast Heal party ,as the Warrior necro solo the bosses...

MaglorD

Jungle Guide

Join Date: May 2005

Yes, I've done the bonus+mission on 5 of my 6 characters of all professions so far. It is quite easily done with henchies depending on your profession/build.

MaglorD

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Blue Steel

Good luck, beating this bonus with all henchies is one of the hardest things in Guild Wars, and a truly momentous accomplishment. I respectfully disagree. Doing the bonus for Thunderhead Keep with henchies is more challenging.

I have done both Dunes bonus and Thunderhead Keep bonus with henchies

Blue Steel

Blue Steel

Jungle Guide

Join Date: Jun 2005

The Blue Empire [BLUE]

W/Mo

Quote:
Originally Posted by MaglorD
I respectfully disagree. Doing the bonus for Thunderhead Keep with henchies is more challenging.

I have done both Dunes bonus and Thunderhead Keep bonus with henchies I said "one of" and I stand by that, and I personally think its harder than Thunderhead's bonus with henchies. Thats how most people get the bonus (and do the mission) in thunderhead is with henchies. I think Thunderhead with henchies is a breeze (in that you can get it everytime), whereas Dunes there are certain scarab spawns that make it nearly impossible. If you haven't done it since they changed it, you should give it a go . . . You might be surprized, and frustrated.

MaglorD

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Blue Steel
I said "one of" and I stand by that, and I personally think its harder than Thunderhead's bonus with henchies. Thats how most people get the bonus (and do the mission) in thunderhead is with henchies. I think Thunderhead with henchies is a breeze (in that you can get it everytime), whereas Dunes there are certain scarab spawns that make it nearly impossible. If you haven't done it since they changed it, you should give it a go . . . You might be surprized, and frustrated. But I just did it...and no not hard at all for my Warrior. Thunderhead is worse because it's a far longer mission and many things can go wrong.

Actually I think:

Most ppl have not done Thunderhead bonus.
Most ppl do Thunderhead with a half-decent PUG. It's really easy with a good PUG.

PAC

Ascalonian Squire

Join Date: May 2005

[QUOTE=Blue Steel]It is possible to do with henchies, but extremely difficult, and you have to be extremely good. Here is my basic strat once the ghost is on the alter: circle the alter killing snakes that attack, then enchanteds, if there is ever a moment that you aren't fighting things, you messed up. There is one period that seems quiet, but you have to take that moment to run out the south gate and kill the first boss (outside the fortress there) with enough time left to run back inside the base and heal the ghost as he is being attacked by more enchanteds and about to die. This moment is the most intense in doing the bonus with henchies, because there is only enough time if you get lucky and don't have too many scarabs spawn close to the boss. Then run back inside the base immediately to save the ghost from an attack, and fight another boss inside the base (coming in from the west entrance, I think). Kill that boss, then run back out the south gate and kill the two remaining bosses, and their two minions each, and anymore scarabs, with about 10 seconds to spare.


QUOTE]

To make it somewhat easier with henchies you can kill the first boss before you trigger the cut scene. Make the ghostly hero stand still, kill the fake one and run down south, where you'll see the boss outside the fort. Kill the boss, try to take down both enchanted (works sometimes, not always - depends on if they block each other or not. I have always been able to take out one of them. If you take out both, 3 lizzards spawn which you also can take out - they usually end up at one of the closed gates). Then go get the ghostly hero and start the cut scene. Take out the first groups until the first boss arrives (around 4min typically). Rush south and hammer away on the two remaining ones!

EverBlue

EverBlue

Lion's Arch Merchant

Join Date: Jul 2005

Canada, AB, Calgary

Arcane Draconum

W/Mo

I did Thunderhead with henchies first time. Bonus included. It was cake. Dunes is not cake. Dunes is like.. Stale pie.

Blue Steel

Blue Steel

Jungle Guide

Join Date: Jun 2005

The Blue Empire [BLUE]

W/Mo

Quote:
Originally Posted by PAC
To make it somewhat easier with henchies you can kill the first boss before you trigger the cut scene. Make the ghostly hero stand still, kill the fake one and run down south, where you'll see the boss outside the fort. Kill the boss, try to take down both enchanted (works sometimes, not always - depends on if they block each other or not. I have always been able to take out one of them. If you take out both, 3 lizzards spawn which you also can take out - they usually end up at one of the closed gates). Then go get the ghostly hero and start the cut scene. Take out the first groups until the first boss arrives (around 4min typically). Rush south and hammer away on the two remaining ones!
I wish I had thought of that! That would have made all the difference in the world and made it much, much easier!

Quote:
Originally Posted by EverBlue
I did Thunderhead with henchies first time. Bonus included. It was cake. Dunes is not cake. Dunes is like.. Stale pie. EverBlue knows what's up! I like the name, too.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

This is a bonus mission for necros.

Take a PUG with as many necro's as you can find.
Do NOT bring the ghost to the altar. (Ghost+Altar=Timer)
Then go as far south as possible.
You will see the fort across a chasm.
Use area spells to kill bad guys.
This causes scarabs to burrow out of the sand.
Kill them too.

Now use Necrotic Traversal or Consume Corpse to teleport to the other side.
Send every available necro.
Let the necro's kill the bosses.

Take your time, the timer doesn't run.

Electric_Skeptic

Pre-Searing Cadet

Join Date: Jul 2005

What's a 'PUG'?

heist23

Journeyman

Join Date: Jul 2005

R/Mo

"Pick Up Group"

just standing around, advertising your name in a mission area, waiting for some random party to "pick you up".

Electric_Skeptic

Pre-Searing Cadet

Join Date: Jul 2005

What happens if the bad guys are out of range of area spells (or ranged attacks)? Then what (regarding the necro method above)?

PAC

Ascalonian Squire

Join Date: May 2005

Quote:
Originally Posted by Electric_Skeptic
What happens if the bad guys are out of range of area spells (or ranged attacks)? Then what (regarding the necro method above)? Everytime I did this one, the boss has been in range. As I mentioned earlier, normally one enchanted is also possible to take down, whereas the second often run away. So unless you don't get a few scarabs in-range (sometimes you do, sometimes you don't) you'll have trouble getting more than two necros over (the corpses get destroyed). Taking out the two boss groups with only 2 chars hmmm...

Now, if Anet moves this boss - well then you're totally *****.

Electric_Skeptic

Pre-Searing Cadet

Join Date: Jul 2005

Trying it last night - often the boss and his mates were out of range. However, waiting around often produces a scarab or two, which is sufficient to do the job.

However, even with three necros all getting over there, our party still wasn't able to complete the bonus. The three necros just weren't enough to kill all the bosses. They eventually died, and I (yet again) gave up for the night.

ION

Pre-Searing Cadet

Join Date: Jul 2005

Ancient Legacy

R/Me

Quote:
Originally Posted by EverBlue
I did Thunderhead with henchies first time. Bonus included. It was cake. Dunes is not cake. Dunes is like.. Stale pie. LOL....I was having a bad day at work untill I read that...

Dunes does semm to be a bit more challenging with hencies IMHO.

Jhyphi

Academy Page

Join Date: Aug 2005

R/Me

I've been trying to find a group for this and having difficulty. If anyone wants to try give me a shout. I'm very experienced R/Me who's beaten all bonus cept this one and most w/ just henchies.

The closest I came was first time ever doing it w/ henchies.

Helpful hint: Though not quite enough to get me by w/ henchies. Needed 10 secs more or so. Henchies don't have quite the raw firepower of real ppl. However, they follow my strategy exactly and stick together as a group while running to enemies and also w/ called target.

Order of enemies:
Stay on stage.
Forgotten, Left, right, up, left.
Then run up.
Kill 2 enchanted bows.
Depending how long this took, can venture south kill some scarabs or 1st boss or enchanted.
Run right.
Kill 2 enchanted.
Run slightly out the door, kill boss + 2 helpers.
Run back straight out south door.
Kill the guys there 1 group at a time.

The reason you run up and to the right is so that you quicken the process giving you ever so slightly more time to kill the south fort guys. Waiting for them to attack would waste half a minute is my estimate.

EverBlue

EverBlue

Lion's Arch Merchant

Join Date: Jul 2005

Canada, AB, Calgary

Arcane Draconum

W/Mo

I quit! Dunes is not worth it. Bah!

Jhyphi

Academy Page

Join Date: Aug 2005

R/Me

I finally did it. Whoo hoo! With all henchies, Alesia, Lina, Thom, Stephan, Orion.

Use the strategy I outlined. Also the best killer combo for enchanted is empathy and chaos storm. Also brought backfire for bosses. Maxed out domination.

So you empathy one of the enchanted, tell everyone to target 2nd one and chaos storm that one. By the time that one is dead the 1st will likely have killed itself off or be at 10% health or so. All in about 15 seconds.

Then for boss, just backfire the dude, chaos storm, and I used distracting shot on the ranger boss who had troll unguent. Distracting shot also useful since backfire has slight recharge time. Also brought along choking gas to help shut down bosses.

I'm sure with a better ele than orion, it'd go even easier. As far as monks go, lina and alesia are pretty awesome at protection and healing. I didn't have to use my unguent once so could've actually brought another skill.

Basically, best advice is, learn to kill enchanted fast and shut down bosses. Enchanted have some sort of damage reduction or insane armor. So bring something like empathy or chaos storm, conjure phantasm, poison, disease, etc. Something that ignores armor.

DeanBB

DeanBB

Forge Runner

Join Date: Jul 2005

Arizona

Wizardry Players Guild, http://4guildwars.7.forumer.com

I gave this bonus a shot with a PUG and it failed. I see some strategies posted here now so can give them a try.

I was wondering, the hero is fairly tough, has anyone tried bringing a monk with 4 enchantments and just having him protect the hero from out of agro range while the rest of the team goes for the bonus? Will he survive?

I'm thinking something like...

Life Barrier
Vital Blessing or Succor
Mending
Watchful Spirit

The monk is back up by the bridge so never gets attacked and life barrier has no chance of dropping. The 5 attackers would only take out the forgotten/enchanted on the way to the generals and the rest of the enemies would all be pounding away at the well-enchanted hero. Unless the monk could sneak in to cast healing spells as well without drawing any attacks.

Anyone tried something like this?

DeanBB

DeanBB

Forge Runner

Join Date: Jul 2005

Arizona

Wizardry Players Guild, http://4guildwars.7.forumer.com

It works, I tested it out successfully with henchies to make sure it works. This method will work for doing both the bonus and the mission at the same time.

You need an all human team, no henchies, since you have to split up and that just doesn't work with henchmen. Bring 2 monks, one of which will have the sole responsibility of keeping the ghost alive ("the protector") and the other keeping the "away team" alive. This may be a good time for wa/mo's to run mending or watchful spirit and run off of adrenaline and signets. A good monk can keep a team of 5 alive though.

The monk protecting the ghost is to bring 4 enchantments, blessed signet for energy, signet of devotion for a no-energy heal, another heal such as orisons, and one more skill of his choosing. It may be good to skip the rez spell and take another heal or protection, but choose one with a 5 point cost as you won't have any energy regen.

I brought...

Life Barrier (elite) - reduces all damage by 44%.
Mending - health regen +4
Watchful Spirit - health regen +2
Succor - health and energy regen +1

Healing = 13
Protection = 12
Divine Favor = 9

You want at least enough divine favor to get 12 energy from each use of the blessed signet and enough healing for mending +4 (13).

Procedure:

Fight your way to the altar. The protector monk can use Succor on the other casters for improved energy regen, or mending, whichever is appropriate. The rest of the team really does all the work.

When the fight starts with the enemy ghost, have the protector drop any enchantments on the team and start placing them on the ghost. When he takes the altar he should have all four in place.

The protector now backs away, up the ramp towards the bridge so as to not draw the attention of any enemies. The other 5 team members, the away team, then heads for the generals camps to win the bonus. They can kill whatever enemies are in the way but don't have to take the time for any others.

I did this with henchies and kept the ghost alive while ALL of the enemies came and attacked him for the full 10 minutes of the altar ritual. I was able to move down and cast orisons and signet of devotion to heal him and used blessed signet after 2-3 castings of energy spells. He didn't drop below 3/4 health and I was never targetted, even by the enchanted that came in to melee range of the ghost.

I did move back up as enchanteds came up the stairs, just to make sure they didn't spot me. Once they engaged the ghost I just stood at the bottom of the stairs and kept healing him.

Life Barrier is an elite that is available out of Iron Mines, so a non-ascended monk can't do this. Life Bond is only effective against attacks and there are at least 8 arcanists casting spells so won't work as a substitute.

If the away team beats the generals for the bonus they can scout around and attack critters on the outside of the fort but there is no need to come back and face the 12-15 enemies surrounding the altar.

This seems like a much easier, safer way to beat the mission and bonus compared to trying to have 3 guard the ghost and 3 attack the generals or using a necro teleport to get outside the fort.