The Desert Blows.

monsto

Ascalonian Squire

Join Date: Aug 2005

Only so my cape matches my armor! It's pretty!!

Mo/N

[before i even start here, don't tell me to get a runner]

i've been trying for over a week to get to Thirsty River or Dunes of Despair. No matter the group, no matter how careful we are, no matter the skills i take, this area is near impossible. Any suggestions for tactics?

It seems that no matter how we try to approach it, something always comes up behind the group and starts nailing the spellcasters. then if the fighters come back for help, their old targets follow, and then it's pure mayhem with every man for himself.

invariably, 4 of 6 die and the remaining 2 (with 8 baddies on em) can only cut and run. And don't even get me started on the sand worms.

Going south is loads of elementals and sandworms. going east it's hydras. . . not 2 or 3 but 8 at a time. wtf?

i've played many other games where the designers equate challenge with 'more baddies' . . . that doesn't make it a challenge, it makes it frustrating for the average player.

as far as running goes, running is about 1% of a step above dying everytime on the fun meter. getting run thru any part really imo defeats the purpose of the GAME.

Nuke_Dembastages

Ascalonian Squire

Join Date: Aug 2005

Wikki

Mo/W

Ok....let me start with elementals and hydras...

2 warriors with balanced stance. Make sure they're tanking and using stances to minimize damage and knockdowns.

2 monks, 1 prot 1 heal. Keep the ROF on the guy taking the dmg. Use healing seed on him as well.

2 casters nuke nuke...and more nuke. Echo nukers work well here.

1 battery...errr....necro with blood ritual and well of power

1 ranger....to make him feel good. You know he's useless, I know he's useless but don't tell him that or he'll start crying.

Key is to NOT run around. Keep the warriors forward and make sure they take aggro. Have casters stay out of zone unless nuking. Spamming flare is not going to take them down so don't even try it.

Worms....oh wow, ranger being usefull?!?! It could be!! Spirit of winter the mofo and nuke to your hearts delight. They absorb fire like its candy, but cold seems to do a bit more dmg.

Running around gets you aggro'd by rockshots...don't do it. Stay in line and follow where the lead guys go. Don't wander and you should be just fine.

Lost

Lost

Krytan Explorer

Join Date: Jun 2005

Hell's Precipice

The desert is the first real challenge for players. You have to learn how to pull, how to target call, how to work together, and how to make good use of skills. If you can't find actual players who can do these, grab the henchmen and make your way slowly and carefully to your destinations. Take your time.

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

If you see my character around and you're still having trouble, ask me to help you. I've nothing left to do in the game but help people.

My biggest suggestions were touched on by the above poster. There are never more than 3 hydras in a group, and while I haven't counted the elementals, I'm sure their grouping is the same. They key, then, is to be extremely cautious about what you aggro and when you aggro. Never take a group if another is nearby which might wander to close and join in. If you absolutely have to fight a group that's near to another, pull it.

If you have henchmen in the party, pulling would entail one person running just close enough for the closest enemy to know you exist then running back to the group and hopefully dragging 2 or 3 foes with, separating them from the rest. With hydras it's trickier than most enemies, since they can attack from a distance and thus don't like to pull as well. It can be done, though, as I have to do it in order to solo the little devils on my ranger.

If you don't have any henchmen, pulling entails someone with a bow firing off an arrow and getting the hydras to follow him/her away from the rest of the foes.

I really can't stress the importance of knowing when to aggro and how to pull enough. I've seen many a group run straight to their graves because they couldn't understand the concepts. Unfortunately, you only need one person to accidently aggro a second group and ruin it for everyone. Hence, my other big suggestion is to use henchmen whenever possible. If your skills are sound, you can take any place in the desert with just henchmen. There's really no need for players (for better or worse).

M3lk0r

M3lk0r

Lion's Arch Merchant

Join Date: Jul 2005

R/Mo

Quote:
Originally Posted by Nuke_Dembastages
1 ranger....to make him feel good. You know he's useless, I know he's useless but don't tell him that or he'll start crying. *sobs* No one want my cute little rangey *bawls out*

but oh wait..... I ended up finding all the missions with henchies alone (as no one wanted to group), and IMO it wasnt that great a deal (some of the actual missions were bit of a pain though).

Seriously though, ranger's have +30 vs. ele which is rather nice against hydras. And if you're clever, you bring interrupts which stop their naughty knockdowns as well Thus my rangey started eating 3-4 hydras for breakfast, lunch and dinner.

But the most important skill ever is navigation and aggro control. Observe enemy patrols and dont try to avoid EVERY enemy (which leads to accidental aggroing more often than not).

m1970c

Ascalonian Squire

Join Date: Aug 2005

UK, Cheltenham

Martins Merry Men

E/Me

You need to master the art of pulling !!! :-)

jdwoody

jdwoody

Krytan Explorer

Join Date: Feb 2005

Austin

Quote:
1 ranger....to make him feel good. You know he's useless, I know he's useless but don't tell him that or he'll start crying. Yea why would you want someone to interrupt those meteors, its alot more fun to heal everyone instead. My ranger loves worms, with the always spammable barrage you get almost 20 hps of damage a shot, as long as there is a meat shield in front of him the worm will just stay in one place and die...

Monsto, I fully support anyone that doesn't want to hire a runner, look for me in game and I'll help too...

John Waffletord

Frost Gate Guardian

Join Date: Jul 2005

Baltimore, MD, USA

Quote:
Originally Posted by Nuke_Dembastages
Ok....let me start with elementals and hydras...

2 warriors with balanced stance. Make sure they're tanking and using stances to minimize damage and knockdowns.

2 monks, 1 prot 1 heal. Keep the ROF on the guy taking the dmg. Use healing seed on him as well.

2 casters nuke nuke...and more nuke. Echo nukers work well here.

1 battery...errr....necro with blood ritual and well of power

1 ranger....to make him feel good. You know he's useless, I know he's useless but don't tell him that or he'll start crying.

Key is to NOT run around. Keep the warriors forward and make sure they take aggro. Have casters stay out of zone unless nuking. Spamming flare is not going to take them down so don't even try it.

Worms....oh wow, ranger being usefull?!?! It could be!! Spirit of winter the mofo and nuke to your hearts delight. They absorb fire like its candy, but cold seems to do a bit more dmg.

Running around gets you aggro'd by rockshots...don't do it. Stay in line and follow where the lead guys go. Don't wander and you should be just fine. Only 1 problem with all that.. you can only have 6 people in a group in the desert.

m1970c

Ascalonian Squire

Join Date: Aug 2005

UK, Cheltenham

Martins Merry Men

E/Me

i go rounf the dessert with my ele/mes and just henchmen and blits the place !

Just need to pull them and be patience i find anymore than 4 hydras at i time and im dead ! :-)))

gimpysonofgroin

Ascalonian Squire

Join Date: Jun 2005

Boston, heart in Newcastle

Guilds are silly

N/Mo

monsto: What character are you using? Henchies? Need info.

I've ascended about 5 chars now and know the desert fairly well. I personally hate the scarabs/devourers the most. 5 blasts of chilblains is no fun at all. Of course then you try to counter with a big nuke and get 5 distracting shots up the wazoo. Anyway....

My ranger is Ivor Pooshot, look me up if you need a hand. Also ignore opinions of ignorant nubz on rangers. Mine soloed dunes and elona with henchies. Thirsty needed more damaging chars though.

Anyway, don't give up. The desert is definately a wake-up call.

quickmonty

quickmonty

Ancient Windbreaker

Join Date: May 2005

They call it "Sand trap of the noobs" for a reason. It is quite challenging at first. I have three ascended characters and have managed, at some point, to travel to all outposts and cities and to do all quests and missions, with the exception of Elonas, with henchmen.

octaviancmb

octaviancmb

Frost Gate Guardian

Join Date: May 2005

Me/

If it's the *hydras* that are giving you a problem, for gods sake man, carry a Mesmer with you. They'll just yawn, say, "How quaint, PvE spellcasters," and then own them.

Rangers are good for this too, sometimes, in a more brute force physical damage kind of way. They'll get all excited and say, "Woah dude, Hydras! Talk to the hand!" Then own them.

Good luck,
cmb

Tourist

Frost Gate Guardian

Join Date: Jul 2005

W/Mo

Of the 4 characters I've ascended, my Mesmer was the only one that actually didn't mind taking on hydras. All the others would have Cry of Frustration-style statements whenever we fought them, but my mesmer...One gets Backfired, One gets Power Spiked, one gets Cry of Frustrationed, and they ALL get ganked. Never a problem. Oh yeah, and fire damage? Mantra of Flame, and thanks for the free energy and mediocre damage, suckers.

monsto

Ascalonian Squire

Join Date: Aug 2005

Only so my cape matches my armor! It's pretty!!

Mo/N

Quote:
Originally Posted by Nuke_Dembastages
. . .
2 monks, 1 prot 1 heal. Keep the ROF on the guy taking the dmg. Use healing seed on him as well.
. . .
what is ROF? in my world it's Rate Of Fire, but that kinda describes projectile weapons, not teammates. what is PvE? Player vs Enemy? is there an acronym thread around here someplace?

My current char is Mo/N I've got a good selection of skills, i've been picky about the skills i take and have avoided ones that sacrifice too much time or necro health.

My favorite monk spells are Balths Aura, and either the simple Smite spell, banish or Bane Signet. for healing, i like divine Boon with Orison and Heal Other. with other spell casters, i've taken a liking to Necro Blood Ritual with Live Vicariously. I lose about 30 hp, but tend to get that back really quick. with a necro that pays attention, that works out VERY VERY well.

I personally don't get . . . well i didn't use to get . . . healing breeze. now with my heal prayers up to 11, it's a 7 rate, so that's really good. before at 4-5 heal prayers, casting heal other was WAY more effective.

The real problem, i think, is the propensity for ppl to be in a smurfing hurry. i mean you spent money on the game, what's with the go go go go GO GO GO GO GO MAN GO!!!!!!!! all the time? i am amazed at the number of people that just want to run in and die. "man this sucks imonna get a runner". . . pissant.

I already know the tactic . . . ranger runs point, warriors back him up 3 spellcasters WAY the hell back. ranger longrange shoots a guy, and runs back, fighters catch the aggro cuz they're out of range of the spell casters. when the fighting starts spell casters move just to edge of range and do their thing.

however it seems that nobody on the planet wants to do anything close to that. the funniest is when some spell caster runs RIGHT UP BEHIND the fighters and starts casting. when he runs away he trains all the baddies back to the rest of the spellcasters. never fails.

it's amazing, tho, when you find a good group, how easy the missions get. I failed Elonas about 6 times. and with the group that was aware and cooperative, it was a BREEZE. . . the fighters stayed about 1 man-space apart, the spellcasters all spread out in the back, and the ranger kept 'smart' badguys (the ones that run right for ME the highest level monk as soon as i cast ANY spell) off my case.

unfortunately, that is VERY RARE to find a team that works togehter let alone listens to called castings and res. I may take you guys up on your offers to help (=

My char is Sesi Januzzi, female. . . and i made a guild and cape just to match my armor (= it's very pretty. I fig it like this: i don't enjoy lookin at muscular guys in armor.

John Waffletord

Frost Gate Guardian

Join Date: Jul 2005

Baltimore, MD, USA

ROF = ring of fire im assuming.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

I haven't ascened yet as i have done every mission with 2 char. over and over anyway get to point.When you are walking through the desert stick to the path to avoid the wurms and if hyda or why is in the way wait untill they if not be very careful to get around like say driving a car.I wouldn't let the warrior run ahead stick together and don't let them go out and fight unless they have to.If you have to use some henchies Lina is your friend I was fustrated with traveling through desert myself and didn't know how those teleporters worked.The key is patience you will eventually get use to traveling the desert over time.

ROF=Reversal of Fortune.

m1970c

Ascalonian Squire

Join Date: Aug 2005

UK, Cheltenham

Martins Merry Men

E/Me

Get the hydras in a group and wack with all ELEM AOE spells and then stand back and shout OWNED ! :-)

Smudger

Smudger

Pre-Searing Cadet

Join Date: Jul 2005

The Gathering

W/Mo

[QUOTE=monsto]what is ROF? in my world it's Rate Of Fire, but that kinda describes projectile weapons, not teammates. what is PvE? Player vs Enemy? is there an acronym thread around here someplace?

In this case it is Reversal of Fortune but is also used for Ring of Fire

PvE = Player verses Environment as apposed to
PvP = Player verses Player or
GvG = Guild verses Guild

gimpysonofgroin

Ascalonian Squire

Join Date: Jun 2005

Boston, heart in Newcastle

Guilds are silly

N/Mo

Quote:
Originally Posted by monsto
however it seems that nobody on the planet wants to do anything close to that. the funniest is when some spell caster runs RIGHT UP BEHIND the fighters and starts casting. when he runs away he trains all the baddies back to the rest of the spellcasters. never fails. Heh, thats the cause for the basis of my current ele/Mo. PBAOE spells. (point blank area of affect)
Hey, if you're gonna have some moron drag monsters back to ya may as well be ready for em....
I figure whirlwind, aftershock, flame burst and balth's aura should gank fairly well. Its good that monsters are idiots.

Monsto: Best my monk ever was was as an ele secondary. Purely because of glyph of lesser energy. Balth's aura became very manageable and I could place it on thom or stefan at least twice a fight and still have energy left over for condition removal and some protection. Wards are phenominal protection too!

Good luck anyway with GOREDENGINE GOREDENGINE GOTARDS.

Glasswalker

Glasswalker

Krytan Explorer

Join Date: May 2005

Northwest Ascalon

Freedom

N/R

Monstro -- What LOST said. Bring henchmen, go slow. The ones that "come up behind you" are probably actually burried in the sand until someone comes by. Watch your radar when going through the desert, and if red appears, stop and target.

I'd say about 1 in 3 people playing this game is a moron. When you've got 6 people on a team, your chances of having one that will aggro needlessly is as close to 100% as makes no difference. Unless you are in a mission (and sometimes still) go with henchmen. That's the best advice I've got.

monsto

Ascalonian Squire

Join Date: Aug 2005

Only so my cape matches my armor! It's pretty!!

Mo/N

well i did finally beat this. and actually ascended with the aid of another thread (=

how? mo (me), ele, and ... get this... a mo/w (mower?) who took pride in his fighting ability. he was all sworded up and everything. it was like that movie where the zebra thought he was a racehorse? this primary monk thought he was a warrior. . . and since he wouldn't listen to anyone that told him he WASN'T a warrior, he did just fine. it was funny. . . a guy in tattoos and a +32 loin cloth beatin shit up with a Gold Brute.

Anyway, the 3 of us and hench took our time, carved a nice path, and eventually made it to dunes.

slick thanks for the advice.

and yeah someone pointed out in Thirsty that "the further you get in the game the but-hat level rises exponentially" . . . that there aren't many but-hats near the beginning of the game, but it just get out of hand.

again thanks.

Orvix Thang

Orvix Thang

Ascalonian Squire

Join Date: Sep 2005

Pennsylvania, USA

W/N

Quote:
Originally Posted by monsto
[before i even start here, don't tell me to get a runner]

i've been trying for over a week to get to Thirsty River or Dunes of Despair. No matter the group, no matter how careful we are, no matter the skills i take, this area is near impossible. Any suggestions for tactics?
With henchies, PvE only;

Pull backward, I kid you not, many times for hard pulls I pull with my back facing to the mob, something is different and at times I can break a hardcoded group apart far enough that one is dead before the next arrives and it appeared on several occasions I actually got only one of the group which brings up my next tactic, space, you own everything where you've been. There is no backspawn, use this to your advantage, use that space you earned to spread them out.

You are a Mo/N use Shadow of Fear, if I can bunch them up or even get slow on the one hitting the casters I win. Really this may not be popular or whatever but I found stepping back looking at the situation and getting as many slowed as possible wins PvE battles.

I always bring Thom and Stefan and let them do their thing until I SEE the battle and what's what, then I join in. This means getting stuff slowed, checking adds, looking to see if your aggro zone is going to aggro something else, if I see that battle will take my people into another aggro zone I try to move the fight to where I want it. Remember you own all the space you cleared.

At worst die and fight, die and fight, die and fight, even if you kill one mob it's still one less and eventually you'll work your way to where you want to go. Sure you may end down 60% but if you mark one mob per, kill it run away if you can, kill another, you'll make it, and sometimes you end up at the res point near your destination, in the desert with most mobs level 20 and up you can work off part of the penalty pretty fast. Never abandon a zone you worked to clear because you are pissed, you can do it.

I noticed that there are some pretty wild group movements in the desert, watch and wait, look at the mob movement. Sometimes that impossible looking bunch will suddenly split and move apart enough for you to grab one small group or bypass them altogether. Yes, that takes time and patience but it works.

Added: More than 3 hydras and sometimes 3 is death, so don't fight them until you get the pull you want, at times it can't be helped. Sand ele's, 3 is a win, a second group of 3 late in the battle is usually a win, 6 is a wipe. Giants are all hype, worms can be fun, remember to pop all the scarab holes before advancing, slow the tanks, kill the healers first, slow those whacking on your casters again if needed, then kill the casters, bow guys just smile at and let them wait their turn.

I don't use stances, just damage. I use cyclone and 3 adrenaline attacks, since they are on their own individual counters I get 3 strong adrenaline attacks in a row until the next adrenaline cycle. I have a reduce blind shield. Why defend when you can kill. Yes I know the theory of a meat shield and would use defense when the necessary casting power is there. PvE only I have no idea about PvP.

QuixotesGhost

QuixotesGhost

Krytan Explorer

Join Date: Jun 2005

I think one of the biggest aggros issue in desert is that people attempt to avoid too many mobs. Like just yesterday I was in a group where there was a path with 2 hydras on one side and five on the other. Our group tried to tiptoe down the middle barely hugging aggro the range of both. Of course we aggroed both and died very quickly. Where the smart thing to do would be to clear the two. My ranger tried to point this out using the map, but people didn't listen :/

Oh an carry an interupt skill if you have one.

Cjlr

Wilds Pathfinder

Join Date: Aug 2005

SMS

E/Me

Thirsty river is easy to get to, just head out from Augury Rock, go east-south-east until you get the the scar, and die right near the portal. You'll rez RIGHT BESIDE thirsty river.

Dunes of Despair is kinda hard to reach, you actually need to fight through (from what I've seen, there might be a way to go around somehow).

Elona's reach, you can just go right for - there's nothing really challenging on the way.

giroml

Academy Page

Join Date: Jul 2005

I hear ya, do everything in the desert with henchmen. Excepting mission bonuses everything is doable with henchmen.

Leddy

Frost Gate Guardian

Join Date: Aug 2005

Hell's Circus

E/Mo

It is, but Thirsty River (the mission) is easier with people. Good people, that is.

Glasswalker

Glasswalker

Krytan Explorer

Join Date: May 2005

Northwest Ascalon

Freedom

N/R

Quote:
Originally Posted by giroml
I hear ya, do everything in the desert with henchmen. Excepting mission bonuses everything is doable with henchmen. Actually even the bonuses. I got Thirsty River and Elona's Reach with henchmen.

I couldn't manage to get Dunes, because someone has to leave the party to deal with siege worms, and to gank the leader before they leave their fort. When you've got henchmen, there's no way to say, "Defend this guy, I'll be right back." But the other two are quite doable, and even fairly easy if you path it right.

Mavrik

Mavrik

Forge Runner

Join Date: May 2005

Alaska

I got to all the locations with hench. was able to beat Dunes of Dispair with hench but did Elona Reach with PUG. Tried Thirsty River several times with PUG and Henchie... with no success...

giroml

Academy Page

Join Date: Jul 2005

Yes I found Thirsty River much easier with henchmen. Dunes of Despair as the other guy said I don't think the bonus is even possible with henchmen, if it is I'd like to hear how they did it.

xcutioner

Lion's Arch Merchant

Join Date: Sep 2005

Plano/Texas/USA

NN - No Names

R/Me

I know u said to not get a runner, but I can't think of a valid reason not too, other than you like pain and lots of it. Either way you require teammate(s) to help you, in one instance they fight the other they run.

I have literally run some1 from ascalon city to sanctum cay, did the mission gaining access to amnoon oasis, then opened up every desert town in about 4-5 hours, maybe less. I can do the desert run from amnoon oasis to all 7 desert towns in about 20 minutes flat.

Just to give you an idea of what cities you get when run like this:
ascalon city
piken square
nolani academy
yaks bend
ice tooth cave
beacons perch
north kryta
lions arch
bergens hot springs
temple of ages
sanctum cay
amnoon oasis
heros
augury rock
seekers passage
elona reach
destinys gorge
thirsty river
dunes of despair

I helped my friend to ascend within 2 days of forming a character, and he reached Dragon's Lair as a Lvl 15

If any1 has a spare 20k or so and needs to go from ascalon city to desert in a single day, you can message me for availability, since I usually do this run for guildies.

Beating the desert missions on the other hand is whole diff story and there's plenty of threads for that.

jart

Pre-Searing Cadet

Join Date: Sep 2005

W/N

I just soloed (running) to both of these areas without much problem, I was not looking for them and had no idea where they were, one of my favorite things is to just explore. I started at Augery rock and my plan was to head south and follow the edge of the map around as far as I could. I just wanted to get a feel for the desert. I followed the teleporters east, looking for the edge of the map. this brought me toward Amnoon Oasis I then headed south and came upon Heroes Audience.
I then went south out of HA hugging the edge of the map and spotted a teleporter. I continued south and ran into an old abandoned town full of rangers. I could not pass south of this and the only way to continue looked too dangerous to try so i headed back up to the teleporter. After a bit of watching the patrols, I made a dash for it. Muddling around a bit and avoiding all patrols, racing away from rock devourers, I came upon another teleporter, tried it and ended up outside of Dunes of Despair.
Heading South and west outside of DoD I hugged the edge of the map. the only real danger seemed to be something that would slam me to the ground and do quite a bit of damgage. I never saw what they were, I am guessing siege worms. My method would be to turn on the afterburners and run like hell.
I then just followed the south edge of the map around and eventually came upon Thirsty River
I have mapped almost all of it, found a very interesting spot in the middle of the Arid Sea, but I had no access. The river looks to be impossible to run through but you can go around.

I have found that soloing through the desert is not much of a problem. You just need a lot of patience. ther always seems to be holes that open up. and if not, sprint did not fail to get me out of the area.

Barinthus

Barinthus

Krytan Explorer

Join Date: Sep 2005

California

(TRUE)

R/Me

I've not ascended yet but I've been able to explore all desert areas (except for missions) fully with just me and henchies. It's not that hard - you only need patience, move slowly, and eat up enemies in small dosages.

Louis Ste Colombe

Academy Page

Join Date: May 2005

Quote:
Originally Posted by Nuke_Dembastages
Ok....let me start with elementals and hydras...

2 warriors with balanced stance.
2 monks, 1 prot 1 heal.
2 casters
1 battery
1 ranger Not even mentionning you have 8 characters, you really got to try getting an interrupting mesmer or ranger around there. More specifically, a mesmer.

Hydras are very slow spellcasters; it's really easy to nail them down while they cast their very slow skill.

Elementals are a little bit faster. Chances are you won't interrupt Shock. But Eruption is an easy one to stop too.

And, if you find some Jade, then mesmers will get even more fun shattering hex for nice and sweet damage around.

1 human monk doing both prot and healing, shall be enough: go for spike prot and healing: that means healing seed is probably not good... (not sure you mentionned it...). Protection comes first.

Worms might sound scary... but are really not dangerous. The only problem might be if you meet a couple while fighting another group. Clear all the non worms first, then the worm. For worms, given their armour rating, necro or mesmer damage is good way to take them off fast.

Running and forgetting are the two reasons people find hydra or elemental difficult.

Louis,

nicksguild

Pre-Searing Cadet

Join Date: Sep 2005

W/N

Take henchies - much easier than with people!