The Orozar Quest
BladeMasterKnight
Damn Anyone got a tips/tricks to beat this damn mission :E] its so freaking hard and +++ its so damn hard to get a damn "know whats it doing" party together
Tactical-Dillusions
Not so sure about tips but i think the trick is to kill fast to avoid being overwhelmed.
Our team did get overwhelmed but we ressed right next to Orozar and we eventually got the upper hand.
Our team did get overwhelmed but we ressed right next to Orozar and we eventually got the upper hand.
King's Spectre
I've been stuck on this quest for days. The very first time I played it, I got to plan B with henchies (if only I knew "the trick" then) and haven't cleared it with henchies since. Any advise for a W/x and henchies? I've been doing W/N and trying to clear to corpses.
Three out of four pugs I've been in have simple fallen apart. Of the remainder I've cleared plan A a few times when there's been a minionmancer on board, but somebody always messes up clearing out the area for Plan B.
Arg!
Three out of four pugs I've been in have simple fallen apart. Of the remainder I've cleared plan A a few times when there's been a minionmancer on board, but somebody always messes up clearing out the area for Plan B.
Arg!
BladeMasterKnight
Yeah Plan B isnt realy so hard if u got "OK" party but plan B is a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing pain in the ass
we could had beaten it if we went back and had killed does dumb asses behind us
in plan B
sidepocket13
its a tough quest, i suggest all the casters in the back line stay as close together as possible. try to tank each group you can, that way the monk can cast healing seed and heal area to keep the casters alive as long as possible. Also, if you have a minnion master, it makes things a LOT easier, but that is pretty obvious.
Shmash Witdaclub
yes, i agree with sidepocket13 (man i wanna watch spaceballs now!)
after working with a minion mancer just for farming purposes in SF - to me there is no question that this quest could be easily done with a good minion mancer on board.
I beat the mission with henchies on the 2nd try, not going to say that it wasnt difficult. But i am placing all bets on having a minion mancer for a sure win with this quest.
Shmash!
after working with a minion mancer just for farming purposes in SF - to me there is no question that this quest could be easily done with a good minion mancer on board.
I beat the mission with henchies on the 2nd try, not going to say that it wasnt difficult. But i am placing all bets on having a minion mancer for a sure win with this quest.
Shmash!
Vilaptca
Make sure its really a minion master and not a moron who just switches his attributes to Death and Blood, brings one minion spell and then a few wells. Which I might add, he rarely ever cast any of the three.
I beat it in a decent group that decided to take me, a Well Necro with Blood Ritual and a few nukes, instead of a minion "master." All I have to do is pay close attention to enemies health and almost start clicking on my wells before the body hits the ground.
We also focused fire on anything that posed a threat to us. Kill the priests, immediately, or all those corpses I'm using for wells come back to life and just make things worse. There is a mesmer boss who has showed up all three times I've tried this quest and he will completely screw the spellcasters if you dont' take him out fast and almost as soon as he appears.
We didn't have any trouble. Three healing/prot monks, two tanks (one with interrupts), 2 nukers, well/battery/nuke necro.
Its an annoying quest, but you do need a necro to do anything with corpses before the enemy does, and always kill the priests before they start rezzing things. Pay attention to what enemy bosses show their faces, because some are going to hurt you more than others.
I beat it in a decent group that decided to take me, a Well Necro with Blood Ritual and a few nukes, instead of a minion "master." All I have to do is pay close attention to enemies health and almost start clicking on my wells before the body hits the ground.
We also focused fire on anything that posed a threat to us. Kill the priests, immediately, or all those corpses I'm using for wells come back to life and just make things worse. There is a mesmer boss who has showed up all three times I've tried this quest and he will completely screw the spellcasters if you dont' take him out fast and almost as soon as he appears.
We didn't have any trouble. Three healing/prot monks, two tanks (one with interrupts), 2 nukers, well/battery/nuke necro.
Its an annoying quest, but you do need a necro to do anything with corpses before the enemy does, and always kill the priests before they start rezzing things. Pay attention to what enemy bosses show their faces, because some are going to hurt you more than others.
Shmash Witdaclub
oh yeah a well necro would ddefinately work
Volarian
That would be my suggestion for most of the quests/mission up in GF & SF - Minion Master Necro or Two ;-)
With all the mob necro hexes and wells being thrown around, the bleeding/crippling etc. it does tend to make it difficult to keep Tanks up and running as well as removing conditions for everyone.
I too had tried Orozar several times before getting into a PUG with a Minion master, and before even making it to SF portal our party had more than quadrupled..hehe. And even after the Necro needed to reform his minions upon entering SF....it was near boring for my Monk at that point ;-)
With all the mob necro hexes and wells being thrown around, the bleeding/crippling etc. it does tend to make it difficult to keep Tanks up and running as well as removing conditions for everyone.
I too had tried Orozar several times before getting into a PUG with a Minion master, and before even making it to SF portal our party had more than quadrupled..hehe. And even after the Necro needed to reform his minions upon entering SF....it was near boring for my Monk at that point ;-)
Slimcea
Actually, there's a couple of tricks you can use. Firstly, during Part A (defending Orozar), get a Warrior to hold a master gear. With some proper movement and timing, he can catch aggro for enemies coming from 2/3 to all of the sides, allowing the rest of the team to quickly focus fire and kill any that aren't attacking the tank, and monks don't need to dish out that much healing to everyone.
For Part B, the way that I did it was to rush straight off to Ural. Once he was bounded, we left Orozar by the bridge, but did not lower it. Instead, we cleared all the way round and lowered the bridge from the other side to continue the quest. Its long and tedious, but it helps a great deal.
Of course, minionmancers are a must for this quest, with the number of enemies coming at you, more meatshields is always good
For Part B, the way that I did it was to rush straight off to Ural. Once he was bounded, we left Orozar by the bridge, but did not lower it. Instead, we cleared all the way round and lowered the bridge from the other side to continue the quest. Its long and tedious, but it helps a great deal.
Of course, minionmancers are a must for this quest, with the number of enemies coming at you, more meatshields is always good
mm00re
Quote:
Originally Posted by King's Spectre
I've been stuck on this quest for days. The very first time I played it, I got to plan B with henchies (if only I knew "the trick" then) and haven't cleared it with henchies since. Any advise for a W/x and henchies? I've been doing W/N and trying to clear to corpses.
Three out of four pugs I've been in have simple fallen apart. Of the remainder I've cleared plan A a few times when there's been a minionmancer on board, but somebody always messes up clearing out the area for Plan B.
Arg! Wouldn't a ranger with frozen soil do even better? Or are you just looking for endless tanks?
Three out of four pugs I've been in have simple fallen apart. Of the remainder I've cleared plan A a few times when there's been a minionmancer on board, but somebody always messes up clearing out the area for Plan B.
Arg! Wouldn't a ranger with frozen soil do even better? Or are you just looking for endless tanks?
xxinsainxx
not necessarily becuase they focus on wells frozen soil just prevents them from raising minions
Digitalblast
This mission is easy if you dont lower the bridge then go around the other way (from part a fight) and clear the area, then go lower the bridge and he will come accross. Only a few mobs spawn from nothing (cause im not sure where they come from) but they are easily taken out.
After doing this quest with henchies with my other three chars ive tried this with people twice, once they failed at while defending, the second time they didnt want to listen to my plan and of course we died just after the bridge. Its either my way or the highway biatches.
After doing this quest with henchies with my other three chars ive tried this with people twice, once they failed at while defending, the second time they didnt want to listen to my plan and of course we died just after the bridge. Its either my way or the highway biatches.
Digitalblast
Quote:
SantaClause
1st part tip: Bring necros that use wells, any an all. Also if you are one of the last 2-3 people alive while defending, just die as fast a you can so all can res. There is almost no way you 2-3 alone will take on the rest of the mob and res all 5-6 dead before the next wave comes.
2nd part tip: 1st time I beat it due to luck when we lowered the bridge the npc was stuck. He was being aggored from below the bridge so he ran back a forth until the patorls started. This allowed us to take them on one at a time. I suggets trying to pull some mobs below the bridge to recreate this bug.
2nd part tip: 1st time I beat it due to luck when we lowered the bridge the npc was stuck. He was being aggored from below the bridge so he ran back a forth until the patorls started. This allowed us to take them on one at a time. I suggets trying to pull some mobs below the bridge to recreate this bug.
Cobalt
Quote:
Originally Posted by SantaClause
1st part tip: Bring necros that use wells, any an all. Also if you are one of the last 2-3 people alive while defending, just die as fast a you can so all can res.
Or leave and find a better goup that does not die off in the first 30 seconds of battle, I am serious.
(Rant) (not directed at you SantaClause BTW)
The thing I hate most about that mission is I am always the last man standing, and others are spamming me to die. I got a much better idea play better, play smarter so you can live instead of beseeching others to die so your weakass can be ressed for a whole another 30 seconds!
(Rant) (not directed at you SantaClause BTW)
The thing I hate most about that mission is I am always the last man standing, and others are spamming me to die. I got a much better idea play better, play smarter so you can live instead of beseeching others to die so your weakass can be ressed for a whole another 30 seconds!
Bohr Nal
I did this quest with henchmen. I did 'em all with henchmen exept the priest's quest. I did lower the bridge. I used a monk/war w/ 520 hp, 56 energy, 14 smiting, 8 healing and 10 divine favor. Packed remove hex, mend ailment, SoJ, healing breeze, smite, banish, holy strike, and Balth's aura.
Stay out of the wells, use hex and condition removers on yourself and the henchmen, if you die, when you're rezzed, click on orozar and immediately heal him even if he doesn't need it. Always remember to kill the stuff behind you even if they aren't to you yet and you should do just fine...
It only took me eight tries to do it...lol.
Stay out of the wells, use hex and condition removers on yourself and the henchmen, if you die, when you're rezzed, click on orozar and immediately heal him even if he doesn't need it. Always remember to kill the stuff behind you even if they aren't to you yet and you should do just fine...
It only took me eight tries to do it...lol.
Dead Weight
Having done this mission a few times succesfully there are a mixture of useful things and hopefully this will clarify it a bit from my own experiences:
#1) Minion Master makes the quest significantly easier than a blood/well necro can.
#2) Frozen Soil (ranger) is a great spell if you don't have a minion master since it will keep enemy hero's from reviving, but also prevent your own PC's from rez too.
#3) Holding the master gear on one tank is the best method to aggro all enemies to that one person so there can be focused healing and protection from the monks (hence, only 2 monks needed).
#4) Plan B sucks, but can be helped, bring 2 gears, one to lower the bridge, another to raise it from the other side. (Haven't tried it, but someone mentioned it while we were doing the mission.)
#5) Most Important: Pre-planning and talking about the quest! It's amazing how people just grab the "right" classes and run out the door. While looking for that last nuker or monk, plan out what everyone's role is!
-DW
#1) Minion Master makes the quest significantly easier than a blood/well necro can.
#2) Frozen Soil (ranger) is a great spell if you don't have a minion master since it will keep enemy hero's from reviving, but also prevent your own PC's from rez too.
#3) Holding the master gear on one tank is the best method to aggro all enemies to that one person so there can be focused healing and protection from the monks (hence, only 2 monks needed).
#4) Plan B sucks, but can be helped, bring 2 gears, one to lower the bridge, another to raise it from the other side. (Haven't tried it, but someone mentioned it while we were doing the mission.)
#5) Most Important: Pre-planning and talking about the quest! It's amazing how people just grab the "right" classes and run out the door. While looking for that last nuker or monk, plan out what everyone's role is!
-DW
BladeMasterKnight
Thanks for ya help all. if anyone interested in doing this with me :P let me know
Warskull
The key to this quest I find is a Minion decent necro (as mentioned before.) They are constantly throwing dwarves at you, the necro can use this to raise quite an army with ease. Each dwarf that dies becomes another member of your private army. Additionally when they rez the minions tend to shoot them back down within seconds giving you yet another fresh corpse.
Good Party Make-up:
1-2 Warriors: Look for a tactics warrior willing to bring shields up. It helps vs the surveyers a ton.
1 Minion Master Necro: As described above. Try to have them mix fiends and melee minions (A N/R with winnowing is nice here too, that 4 each hit adds up fast with minions.)
1 Ranger or Mesmer with interrupts: Stops rez, obsidian flame, and wells of suffering, if you take the ranger try to have him bring winnowing.
1-2 Eles: Go with earth or air spikers. While one fire nuker is ok, those earth and air spikers really perform well here. Dwarves have tough armor and air penetrates it fairly well while obsidian flame and crystal wave completely ignore it. A fire nuker will most likely just drop meteor shower and the dwarves mostly operate in small groups of 3 scattered enough so you only hit one group at once. Additionally a necro nuker can work here too if they know how to build them (blood and curses with feast of corruption and desecrate enchantments, heavy armor ignoring damage.)
2 Healing Monks: For healing the party
1 Optionals:
-Prot monk with aegis and guardian
-Anti-physical hex necro
-Hex mesmer (can be combined in with an interrupt mesmer)
The problem is finding all these players outside of a guild is hard. Especially since you will most likely get W/Mos with mending, Eles who echo meteor shower, and monks who think they should build their healing around healing breeze. Also anyone who mentions that you shouldn't take a mesmer, necro, or ranger is probably an idiot.
Good Party Make-up:
1-2 Warriors: Look for a tactics warrior willing to bring shields up. It helps vs the surveyers a ton.
1 Minion Master Necro: As described above. Try to have them mix fiends and melee minions (A N/R with winnowing is nice here too, that 4 each hit adds up fast with minions.)
1 Ranger or Mesmer with interrupts: Stops rez, obsidian flame, and wells of suffering, if you take the ranger try to have him bring winnowing.
1-2 Eles: Go with earth or air spikers. While one fire nuker is ok, those earth and air spikers really perform well here. Dwarves have tough armor and air penetrates it fairly well while obsidian flame and crystal wave completely ignore it. A fire nuker will most likely just drop meteor shower and the dwarves mostly operate in small groups of 3 scattered enough so you only hit one group at once. Additionally a necro nuker can work here too if they know how to build them (blood and curses with feast of corruption and desecrate enchantments, heavy armor ignoring damage.)
2 Healing Monks: For healing the party
1 Optionals:
-Prot monk with aegis and guardian
-Anti-physical hex necro
-Hex mesmer (can be combined in with an interrupt mesmer)
The problem is finding all these players outside of a guild is hard. Especially since you will most likely get W/Mos with mending, Eles who echo meteor shower, and monks who think they should build their healing around healing breeze. Also anyone who mentions that you shouldn't take a mesmer, necro, or ranger is probably an idiot.
kuhu
There is actually a really easy way to do orozars that I discovered while in a group, it makes it almost impossible to fail the quest unless you go too slowly. PM me and I will tell you how to do it, too lazy to type it on here (although it is easier to do so lol....)
BladeMasterKnight
How do your run this mission? when that stupid dwarf dies and rushes into ever freaking enemy there is!
QuixotesGhost
I find that bottling up inside wards and getting some wells down near them is pretty effective. Curses are also good becuase they reduce the need to tank enemy meleers. You also absolutley need someone who can expoit corpses. That's pretty much non-negotiable.
If I could wait 5 hours and a day to form a group, I'd get a Hydromancer with Ward against Harm, a Ranger with Greater Conflagration, and a Necro with Well of Power. Good luck finding a hydromancer in PvE tho.
If I could wait 5 hours and a day to form a group, I'd get a Hydromancer with Ward against Harm, a Ranger with Greater Conflagration, and a Necro with Well of Power. Good luck finding a hydromancer in PvE tho.
dbrad
Quote:
Originally Posted by QuixotesGhost
I'd get a Hydromancer with Ward against Harm...Good luck finding a hydromancer in PvE tho.
I enjoy playing Hydromancer, but there is never a call for one. It's nuker this and nuker that, and occasionally, there is a call for an Air spiker. The fact that a Hydromancer would be useful in the Furnace gives me an excuse to nab Ward Against Harm. I just wish people were a little more open minded (and intelligent) in their grouping choices. At least Eles are in some demand, because I just started the game with a Mesmer, and he never gets invited to a group on purpose.
Commander Ryker
One of my guildies beat this quest with henchies. What he did was kill everything before crossing over to the area where you wait for the mobs.
rfc195
Just completed Orozar after about the 20th attempt with henchies using my Ele/monk character. Thought I'd write a tip for plan B part of the quest....
Like has been said before, before you click on Orozar after part A has been completed , clear the area up to the bridge..... and all the way to the exit, do not draw the bridge.
Then, click on Orozar to commence part B of quest. After he ties up his brother and walks to the bridge, leave him there. Do not draw the bridge.
Grab Orozar's brother and take him to the exit, where the green star is, going the long way round,not using the bridge but using the path you cleared earlier. Once you get there, the task is almost completed. You are then told you have to speak to Orozar, so go all the way back to the entrance of the bridge and click on him. Quest completed without having to face the respawned monsters by lowering the bridge.!
Not sure how long you will be able to do this as it is bound to be stopped by a patch in the future.
Hope this helps
Rob
Like has been said before, before you click on Orozar after part A has been completed , clear the area up to the bridge..... and all the way to the exit, do not draw the bridge.
Then, click on Orozar to commence part B of quest. After he ties up his brother and walks to the bridge, leave him there. Do not draw the bridge.
Grab Orozar's brother and take him to the exit, where the green star is, going the long way round,not using the bridge but using the path you cleared earlier. Once you get there, the task is almost completed. You are then told you have to speak to Orozar, so go all the way back to the entrance of the bridge and click on him. Quest completed without having to face the respawned monsters by lowering the bridge.!
Not sure how long you will be able to do this as it is bound to be stopped by a patch in the future.
Hope this helps
Rob
Ooma
Nobody's mentioned trappers 
One in the group can help to slow enemies down.
Trap the entrances spots for the bosses then trap the main area before going near Orozar to start the first fight. Then when Oro starts talking to the priest take a warrior and trapper (both with self-heal or healing spring) to take out as many of the Dark Binders and Wardens (they seem to be the worst) as possible before they get near the main area. Also on the second part leave a trail of traps to slow them down a bit.
One in the group can help to slow enemies down.
Trap the entrances spots for the bosses then trap the main area before going near Orozar to start the first fight. Then when Oro starts talking to the priest take a warrior and trapper (both with self-heal or healing spring) to take out as many of the Dark Binders and Wardens (they seem to be the worst) as possible before they get near the main area. Also on the second part leave a trail of traps to slow them down a bit.
BladeMasterKnight
Quote:
Originally Posted by Commander Ryker
One of my guildies beat this quest with henchies. What he did was kill everything before crossing over to the area where you wait for the mobs.
you cant do that? the gate is closed. oazoirs runs ther alone. and ur guild lied
Frost
the do not lower bridge method makes this quest as easy as fighting a level 8 charr with a level 20 character... with henchman would be easier for this method as henches focus fire and don't die as easy as players.
maraxusofk
NOoooooooooooooooo RFC195!!!!!!!!!
You ruined my running business!!!! Seriously this way is the easiest. I finished both orozar quest in 30 minutes and the plan b took only 5 minutes.
You ruined my running business!!!! Seriously this way is the easiest. I finished both orozar quest in 30 minutes and the plan b took only 5 minutes.
Suuk
Quote:
Originally Posted by maraxusofk
NOoooooooooooooooo RFC195!!!!!!!!!
You ruined my running business!!!! Seriously this way is the easiest. I finished both orozar quest in 30 minutes and the plan b took only 5 minutes. LOL. Well, thanks for the tip! It was easy as pie (is that an Enghlish expression?)
You ruined my running business!!!! Seriously this way is the easiest. I finished both orozar quest in 30 minutes and the plan b took only 5 minutes. LOL. Well, thanks for the tip! It was easy as pie (is that an Enghlish expression?)
Ashley Twig
Quote:
Originally Posted by rfc195
Not sure how long you will be able to do this as it is bound to be stopped by a patch in the future.
Helped a lot, thank you.
If only I had read the quest-description more thorughly.
It simply sais: Take Ural (or whatever) to the exit.
The green marker on the map points to the exit.
So who cares about some demented dwarf who get's lost in the furnace, not knowing the shortest route to the exit?
After dropping that brother off at the quest marker it updated, telling me to collect the reward.
Simple as that. Thanks again for the hint.
As for plan A? Don't know, it's still pretty hard with henches. I only succeeded once with my monk (after reading your hint) and once with my mesmer.
If only I had read the quest-description more thorughly.
It simply sais: Take Ural (or whatever) to the exit.
The green marker on the map points to the exit.
So who cares about some demented dwarf who get's lost in the furnace, not knowing the shortest route to the exit?
After dropping that brother off at the quest marker it updated, telling me to collect the reward.
Simple as that. Thanks again for the hint.
As for plan A? Don't know, it's still pretty hard with henches. I only succeeded once with my monk (after reading your hint) and once with my mesmer.
Savio
Actually, I'm pretty sure the quest description says to protect Orozar as he gets to the entrance also. I do this way a lot of the time when I take other people, just because I usually find people sick of doing this quest over and over again. Part A still seems to get a lot of people though.
unienaule
One good way to do this is to have an earth ele tank the east side i believe it is and use obsidian flesh, then kill the 2-3 casters that come down in waves 2,3, and 4. It's very difficult to do, but it takes those 3 guys out and leaves the rest of your team to kill from the other direction.
Mark of Rodgort
I tried someone suggestion of taking his bro to the entrance and it works! u dotn need to bring orozar to the entrance, only hisbro.
KaPe
Well that's not really beating the quest, is it?
More like slight oversight that will get fixed.

Ollj
Mark of Protection, The Yakslapper, blocking and evading.
The whole team died 3 times, but the dwarf survived.
Worked, buts its too risky to be copied
The whole team died 3 times, but the dwarf survived.
Worked, buts its too risky to be copied
NekoZ
Thanks so much for that tip! Beat it with henchies so easily.
beleg curudin
ok this is what i've got. With the picture below is durected into paths. Red path is 1, blue is 2, Green is 3, Grey is 4.
First thing is, follow orozar just long enough to let him run off without being attacked, there is one group then he goes to the priest. Let him, YOU need to be there to trigger the amubush not him. That was the Red path #1. Now Take the Blue path #2 all the way backwards and clear out the back way, do not go beyond the Blue path or a magic spawn will get Orozar killed. Now you need to take the Green Path #3. This is where you will have to defend him, if you survive now continue to the bridge, Notice that the green path ends at the bridge and the Grey Path #4 picks up, that is because you need to take the gear to the gear box imediatly, this will mean by the time the scene starts and you will be ambushed. That is where the second red circle is, defend him there. After that you need only pick off the ahead couple groups and flush out the little thats along the grey path.
I have done this as a monk-henchmen, ranger-henchmen, warrior,one monk-henchmen. The key is having support for the healers. This only hurts warriors due to the lack of energy regen.
I hope this little guide helps.
First thing is, follow orozar just long enough to let him run off without being attacked, there is one group then he goes to the priest. Let him, YOU need to be there to trigger the amubush not him. That was the Red path #1. Now Take the Blue path #2 all the way backwards and clear out the back way, do not go beyond the Blue path or a magic spawn will get Orozar killed. Now you need to take the Green Path #3. This is where you will have to defend him, if you survive now continue to the bridge, Notice that the green path ends at the bridge and the Grey Path #4 picks up, that is because you need to take the gear to the gear box imediatly, this will mean by the time the scene starts and you will be ambushed. That is where the second red circle is, defend him there. After that you need only pick off the ahead couple groups and flush out the little thats along the grey path.
I have done this as a monk-henchmen, ranger-henchmen, warrior,one monk-henchmen. The key is having support for the healers. This only hurts warriors due to the lack of energy regen.
I hope this little guide helps.
Takeko Nakano
I might try the "don't cross over the bridge" technique and see if it works. Worth a shot, certainly.