I just did aurora glade with henches. That's not all that difficult in itself, BUT my avatar is a lvl 16 necro-monk without any speedbuffs.
I first tried getting in to a group, but didn't find any I liked, so I decided to refresh my memory of the mission with henches. I was 100% sure I wasn't going to finish, but when I got to the teleporters I thought "might as well check if there's a pattern to which teleporter the mantle takes". By taking the closest teleporter, then waiting by the teleporter on the left till the mantle took it, then immediately re-taking it, and then running to the teleporter on the right, I got all three teleporters!
Probably lots of people have done this, but this was the only mission in the game I've never finished with a hench team before, so I'm pretty darn pleased with myself right now!
Aurora Glade with henches (some spoilage)
Numa Pompilius
DeanBB
I beat it with my first characters, with the monk running with guildies and the warrior with cripple and speed buffs. The next 2 I tried with henchies and 1 other guild mate and each of these had weird things happen so I quit trying the mission and just go around to get to the Henge.
I forget what happened the first of those attempts, but this last time was with my elementalist and I used a ward to slow the runners and it was going great. I had a guild mate warrior who also had sprint. We had the runner pinned against the wall and were pounding him then all of a sudden we're running giving chase as he "teleported" past us and ran on to deposit the crystal, game over.
It's not worth it to me, I just skip it now.
I forget what happened the first of those attempts, but this last time was with my elementalist and I used a ward to slow the runners and it was going great. I had a guild mate warrior who also had sprint. We had the runner pinned against the wall and were pounding him then all of a sudden we're running giving chase as he "teleported" past us and ran on to deposit the crystal, game over.
It's not worth it to me, I just skip it now.
Mister Overhill
Yeah, with henchies it is a lot easier to outrun the Mantle rather than getting into a fight with them, because they will not engage unless you attack them first. And it is doable without speed buffs. Of course, that doesn't get the bonus, but oh well.
AxeMe
Funny, I haven't thought about this one in a long time. In my memory at least it ranks right up there on the frustration scale with any of them. Congratulations on finishing it with henchies.
dustbunny
Did this recently with a mesmer/necromancer and a necromancer/monk with a full group of henches. Couldn't be bothered to spend an hour in town to wait for a group. I ended up doing the bonus on the way to finishing the mission both times. Fun mission.
delfin42
Done this with henches with two different characters WITH the bonus.
Let the Mantle take the two altars farthest from your starting position. This means that you know:
* who's coming (Mantle groups with one of them toting a crystal)
* where they're going (the remaining altar)
* how they're going there (straight up the middle)
* when the next crystal runner is coming (since they're coming from far away, they're visible long before they get near your altar)
Thus, the mission becomes a simple matter of defending a single position from attack waves and runners. If you're a Ranger (Pin Down, traps), Mesmer (Burden), Ele (Gale, Shock, Earthquake, other knockdowns and snares) or Warrior (hammer knockdowns, Hamstring), or have one of those as a secondary, slow down the crystal runner and attack and your henches should pile on. Clear as many escorts as possible (which is cake if you're a Minion Necro), cripple and kill carriers, and repeat until the whole Mantle force is dead.
Then go whack the Demagogue in a very easy 6-on-1 battle.
Let the Mantle take the two altars farthest from your starting position. This means that you know:
* who's coming (Mantle groups with one of them toting a crystal)
* where they're going (the remaining altar)
* how they're going there (straight up the middle)
* when the next crystal runner is coming (since they're coming from far away, they're visible long before they get near your altar)
Thus, the mission becomes a simple matter of defending a single position from attack waves and runners. If you're a Ranger (Pin Down, traps), Mesmer (Burden), Ele (Gale, Shock, Earthquake, other knockdowns and snares) or Warrior (hammer knockdowns, Hamstring), or have one of those as a secondary, slow down the crystal runner and attack and your henches should pile on. Clear as many escorts as possible (which is cake if you're a Minion Necro), cripple and kill carriers, and repeat until the whole Mantle force is dead.
Then go whack the Demagogue in a very easy 6-on-1 battle.
FyrFytr998
Quote:
Originally Posted by delfin42
Done this with henches with two different characters WITH the bonus.
Let the Mantle take the two altars farthest from your starting position. This means that you know:
* who's coming (Mantle groups with one of them toting a crystal)
* where they're going (the remaining altar)
* how they're going there (straight up the middle)
* when the next crystal runner is coming (since they're coming from far away, they're visible long before they get near your altar)
Thus, the mission becomes a simple matter of defending a single position from attack waves and runners. If you're a Ranger (Pin Down, traps), Mesmer (Burden), Ele (Gale, Shock, Earthquake, other knockdowns and snares) or Warrior (hammer knockdowns, Hamstring), or have one of those as a secondary, slow down the crystal runner and attack and your henches should pile on. Clear as many escorts as possible (which is cake if you're a Minion Necro), cripple and kill carriers, and repeat until the whole Mantle force is dead.
Then go whack the Demagogue in a very easy 6-on-1 battle. Agreed. I've henched the mission and bonus with my Monk, Warrior, and Necro using this tactic. Like he said, basically killing all enemy runners is most important. Then knocking off as many escorts before the next wave comes. I believe there are four waves of runners, maybe three.
Let the Mantle take the two altars farthest from your starting position. This means that you know:
* who's coming (Mantle groups with one of them toting a crystal)
* where they're going (the remaining altar)
* how they're going there (straight up the middle)
* when the next crystal runner is coming (since they're coming from far away, they're visible long before they get near your altar)
Thus, the mission becomes a simple matter of defending a single position from attack waves and runners. If you're a Ranger (Pin Down, traps), Mesmer (Burden), Ele (Gale, Shock, Earthquake, other knockdowns and snares) or Warrior (hammer knockdowns, Hamstring), or have one of those as a secondary, slow down the crystal runner and attack and your henches should pile on. Clear as many escorts as possible (which is cake if you're a Minion Necro), cripple and kill carriers, and repeat until the whole Mantle force is dead.
Then go whack the Demagogue in a very easy 6-on-1 battle. Agreed. I've henched the mission and bonus with my Monk, Warrior, and Necro using this tactic. Like he said, basically killing all enemy runners is most important. Then knocking off as many escorts before the next wave comes. I believe there are four waves of runners, maybe three.