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Old Aug 17, 2007, 01:06 PM // 13:06   #41
Desert Nomad
 
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Personally, I hate any mission where 1 stupid player on a team of otherwise decent players can ruin the entire mission or bonus.

Ruins of Surmia -
Leader: "Ok everyone. Do not kill the ember bearers!"
Ele: "Ok"
Ranger: "sure, np"
Wammo: "huh? that's stupid!" <kills ember bearers>

The Wilds -
Leader: "Ok everyone. Do not aggro the centaurs!!"
Ele: "Ok"
Ranger: "sure, np"
Monk: "yeah, I need the bonus"
Wammo: "huh? that's stupid!" <kills centaurs>

Bloodstone Fen -
Leader: "Ok everyone. Do not kill the jungle guardians!"
Ele: "Ok"
Ranger: "sure, np"
Wammo: "huh? that's stupid!" <kills guardians>

My own personal opinions:
The Great Northern Wall - Easy. Average player can solo.
Fort Ranik - Very easy.
Ruins of Surmia - Easy with hero/hench. Annoying with a pug.
Nolani Academy - Rurik is annoying. Otherwise easy.
Borlis Pass - If your leader goes AFK, the mission cannot be completed. For [b]that reason alone, I really hate this one.
The Frost Gate - Too long. Too easy for an uncoordinated grp to get lost or separated.
Gates of Kryta - Yes! Smiting Monks are good for 1 thing!
D'Alessio Seaboard - Make that 2 things.
Divinity Coast - I hate this one. The bonus is very annoying. Especially with a pug that doesn't know the bonus.
The Wilds - See above. I really hate those centaurs. Too long and too easy to get lost.
Bloodstone Fen - Bonus is difficult to find without wiki.
Aurora Glade - I don't have a problem with this one. Most others do though.
Riverside Province - Very long bonus, but overall I enjoy this mission. My 1 pet peeve is that you need to completely ignore the mission objectives in the quest log to get the bonus.
Sanctum Cay - Should be a way to get both mission and bonus in 1 go. Overall it's easy to get either mission or bonus but not both.
Dunes of Despair - Copy and Paste the Sanctum Cay comment here.
Thirsty River - I enjoy this mission. Very easy IMO
Elona Reach - I don't like this one. Too easy to get mobbed.
Augury Rock - Very easy. Just use a gimmick build.
The Dragon's Lair - Great place to skill cap. Bonus is easy as long as your team is familiar with it and brings the appropiate skills.
Ice Caves of Sorrow - Very easy even if you aren't infused.
Iron Mines of Moladune - Very long, but not difficult.
Thunderhead Keep - Hero/Hench: Easy. Pug: Impossibly hard
Ring of Fire - I don't like this one. Only did it once.
Abaddon's Mouth - Verrrrrryyy long bonus! That ghost gal just walks too slow, plus you need to have cleared the path ahead of time. Also, make sure your entire pug is infused before starting.
Hell's Precipice - Not too bad with the appropiate skills and good pulling.

Minister Cho's Estate - Nice mission for newbies. Boring tutorial for older players. Would be nice to be able to turn off the tutorial.
Zen Daijun - I like it. Easy mission.
Vizunah Square - Mob central. Pray you have a good team on the other side.
Nahpui Quarter - I used to hate this mission. Now I like it. Easy to get masters with hero/hench or a competent pug.
Tahnnakai Temple - I like this one as well. Competent pulling wins.
Arborstone - Can we just ditch Danika at the start?
Boreas Seabed - Easy mission once you get past Argo.
Sunjiang District - I like this one as well. Never had a problem completing it.
The Eternal Grove - Yick! IMO, the hardest mission in factions.
Gyala Hatchery - 2nd hardest.
Unwaking Waters - Bring a bunch of casters and again pray for a good team on the other side.
Raisu Palace - Only did it once. Kinda long.
Imperial Sanctum - 8 Warriors = instant win.

Chahbek Village - Ok, honestly. If you didn't get masters here on your first try, just uninstall the game now.
Jokanur Diggings - Dang tablet stealers!
Blacktide Den - Too dark. Can't see a dang thing. Certainly can't find those swamp creatures I'm supposed to kill.
Consulate Docks - Easy
Venta Cemetery - Easy, but long. Put this one on that list of missions that 1 idiot can ruin. 7 competent players killing mobs. 1 jerk alerting the fortress.
Kodonur Crossroads - Pretty easy as long as you don't overaggro.
Rilohn Refuge - Bring Winter. Also annoying that bonus requires you to ignore mission objectives.
Pogahn Passage - I love it!!!!! (Star Wars fan)
Moddok Crevice - Dunkoro never listens to me! Why should I have to listen to him?
Tihark Orchard - One of my favorite missions. Nice break from the routine "kill everything in sight" mission. And if you fail you have no one to blame but yourself. (Yes, I do want to strangle the mime)
Dzagonur Bastion - Ugh. I hate this one. Masters is impossible for me.
Dasha Vestibule - I like it. Again a nice break from routine.
Grand Court of Sebelkeh - Only did it once. Didn't seem too bad.
Jennur's Horde - Not too bad if you know the spawn patterns. Just gotta be patient and take out the spawns when they pop up.
Nundu Bay - Well, I thought it was easy, but most in my guild disagree.
Gate of Desolation - I'm not too wild over wurms.
Ruins of Morah - Hated this one.
Gate of Pain - Just made it here for first time. Haven't attempted enough times yet to have an opinion.
Gate of Madness - Not there yet. Never seen it.
Abaddon's Gate - ditto.
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Old Aug 17, 2007, 01:08 PM // 13:08   #42
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Any timed mission. I hate having to rush to beat a timer. Would rather do Madness, Gayla, or any of those other missions where you can take your time and set up for it.
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Old Aug 17, 2007, 01:15 PM // 13:15   #43
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oh yeah the bonus for Abaddons mouth, what were they thinking????
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Old Aug 17, 2007, 01:15 PM // 13:15   #44
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Quote:
Originally Posted by TheRaven
.
Gate of Pain - Just made it here for first time. Haven't attempted enough times yet to have an opinion.
Mesmer + Power Block = WIN in Gate of Pain.

I love to play Mesmer in that mission. I aught to try Echoing Power Block for it. You usually only get 2 [wiki]Terrorweb Dryder[/wiki]s at a time, and it's SO stupidly easy to interrupt both their Meteor Showers....and if you Power Blocked both of them instead of only one they would only be able to stand there looking stupid.

Last edited by Cebe; Aug 17, 2007 at 01:20 PM // 13:20..
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Old Aug 17, 2007, 01:17 PM // 13:17   #45
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last mission in prophecies - its too long

had so many pickup groups crumble on me due to mission length


missions in Nightfall or Factions gave me no real issues
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Old Aug 17, 2007, 01:29 PM // 13:29   #46
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The missions that I hate the most are any in the jungle but especially the mission that you need to beat the white mantle to the 3 gates. So hate that mission with PUGS.

I can almost never find a full team of real players to do this and when I do it’s hopeless to tri for the bonus. On average it takes 3 attempts with the same group before we all gel and get it perfect.

Have to say that most pug groups do stay and get better so not a complete downer.

btw my fav mission is thuderhead keep, best teamwork mission ever! easy with a guild group but more fun with a pug

Last edited by Elbereth Tiniquetil; Aug 17, 2007 at 01:33 PM // 13:33..
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Old Aug 17, 2007, 01:31 PM // 13:31   #47
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Gate of Pain by far is the worst for me.

It's also the last mission I need for protector >:|
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Old Aug 17, 2007, 01:42 PM // 13:42   #48
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There is no worst mission. Every single mission in normal mode in Guild Wars is incredibly easy.
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Old Aug 17, 2007, 01:56 PM // 13:56   #49
Desert Nomad
 
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Quote:
Originally Posted by Keifru
Gate of Pain by far is the worst for me.

It's also the last mission I need for protector >:|
Ok then. I would love to know your secret for Dzagonur Bastion. No matter how many times I attempt this one, at least one of the defenses falls before I can get my team over there to stop it.
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Old Aug 17, 2007, 01:56 PM // 13:56   #50
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double post. Gotta love the lag here.
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Old Aug 17, 2007, 02:06 PM // 14:06   #51
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Quote:
Originally Posted by TheRaven
Ok then. I would love to know your secret for Dzagonur Bastion. No matter how many times I attempt this one, at least one of the defenses falls before I can get my team over there to stop it.
My thoughts exactly


Ruins of Surmia

Give those Fire bearers some running shoes they are sooooooooo slowwwwwwwwwwwww
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Old Aug 17, 2007, 02:07 PM // 14:07   #52
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Quote:
Originally Posted by TheRaven
Ok then. I would love to know your secret for Dzagonur Bastion. No matter how many times I attempt this one, at least one of the defenses falls before I can get my team over there to stop it.
There's a walkthrough for it on Wiki, basically, you divide your forces but if you have an all hench/hero party that might be very hard to do.

I've done it without too much difficulty by following the guide on Wiki, we got experts the first time (luck can be a factor as can the exact position of your heroes) and masters on the second.

Btw, the LB ranks and signet do impact the ease or difficulty of this one, doing it as Mighty LB was a hell of a lot faster and easier

Gate of Pain was pretty easy for us too, set up 1 interrupting ranger and equipped all heroes with mesmer interrupt signet plus Winter (you need to control the ranger putting it down) and our own meteor showers and it was a breeze.

Last edited by Tijger; Aug 17, 2007 at 02:10 PM // 14:10..
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Old Aug 17, 2007, 02:11 PM // 14:11   #53
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Quote:
Originally Posted by TheRaven
Ok then. I would love to know your secret for Dzagonur Bastion. No matter how many times I attempt this one, at least one of the defenses falls before I can get my team over there to stop it.
Do you mean HM or NM?

I've got masters NM. It wasn't too hard, we had to have 2 tries.

Basically, we had 3 human players and heroes to match them. When the mission starts you split into three and guard two of the bombards. Send all the whispers people to the other bombard. The third group of player+heroes does boss work.

We had something like

Group 1:
Earth Elementalist (player with solo build with sliver armor capable of soloing and killing the bosses)
Healing Monk hero
SF ele hero
Group 2:
Healing monk (player)
MM hero
SF hero
Group 3:
MM player
Healing monk Hero

I headed off a killed the bosses solo (or with help from the SF hero) when they spawned and my teammates held the fort's defenses. It's not too hard although for the monk boss you sometimes need the MM to come and help (and if he dies it's np for you, just means more hits to trigger Sliver Armor).

Just remember, plenty of MMs and SFs hold the fort and the bosses can be beaten solo or by a boost from the guards. Also, have the whisper guys all on one side and they should hold by themselves.
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Old Aug 17, 2007, 02:24 PM // 14:24   #54
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Quote:
Originally Posted by TheRaven
Ok then. I would love to know your secret for Dzagonur Bastion. No matter how many times I attempt this one, at least one of the defenses falls before I can get my team over there to stop it.
Dzagonur Bastion Master's, normal: Bring 2 MM Necros, preferrably N/D Mystic Regen/Dark Bond, Aura of the Lich. Flag one of your minion masters + 1 or 2 palace guard groups to east Bombard, send the others to the middle. It's best if you only send one NPC group east so you don't have to worry about the middle as much.

The south will be unguarded, that is where you come in. For hero/hench, take the hench healers, Devona, some damage hench(Cynn, Herta, etc.)and one damage hero, plus yourself. You must proactively stop the attackers before they reach the catapults in south and center, and start killing bosses counter-clockwise from the South when there are no groups invading. Any time you see a group running to the catapults, stop what you are doing and pursue, unless you are defending one of course. 2 MMs + Devona's "Charge!" make this a whole lot easier.

This strategy is from wiki, and it does work with hero/hench.

edit:
Quote:
Originally Posted by TheRaven
Ruins of Surmia -
Leader: "Ok everyone. Do not kill the ember bearers!"
Ele: "Ok"
Ranger: "sure, np"
Wammo: "huh? that's stupid!" <kills ember bearers>

The Wilds -
Leader: "Ok everyone. Do not aggro the centaurs!!"
Ele: "Ok"
Ranger: "sure, np"
Monk: "yeah, I need the bonus"
Wammo: "huh? that's stupid!" <kills centaurs>

Bloodstone Fen -
Leader: "Ok everyone. Do not kill the jungle guardians!"
Ele: "Ok"
Ranger: "sure, np"
Wammo: "huh? that's stupid!" <kills guardians>
Hey! I play wammo! Those made me laugh; I've played with those wammos, too. Koss with a good bar>most PuG warriors.

On topic, Eternal Grove in Hard Mode is probably the hardest mission.

Last edited by MisterB; Aug 17, 2007 at 02:40 PM // 14:40..
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Old Aug 17, 2007, 02:28 PM // 14:28   #55
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Any missions that is long I will hate it.
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Old Aug 17, 2007, 02:32 PM // 14:32   #56
Did I hear 7 heroes?
 
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Quote:
Originally Posted by Shakkara
Moddok crevice runners on hard mode.
Without a doubt the worst idea for a bonus.
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Old Aug 17, 2007, 02:32 PM // 14:32   #57
Jungle Guide
 
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Vizunah Square. The potential for disaster on this mission is enormous. You have to deal with n00b builds, crappy healers, and leechers. I generally just do it with heroes and henchies and pray I get an all henchie team on the other side or some1 who knows what they're doing. When a leecher comes up I just /resign and start over.
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Old Aug 17, 2007, 02:37 PM // 14:37   #58
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Worst Mission?
Definitely Eternal Grove. Can't hench it because hench can't split. And, it's virtually impossible to find a team with (a) the dearth of players there, (b) the need for a team composition that can split, and (c) the need for 8 players who understand the concept of "split." sigh Your best bet is to bring 3 heroes and a friend with 3 heroes, but that isn't an option for everyone. And then there's hard mode....

Other notable mentions:

* Anything with Rurick in hard mode. Gawd, I swear they made his HM AI even dumber. He aggros everything in sight, then rushes off to aggro more before the fight's even over.

* Vizunah Sq and Unwaking Waters. Every time I'm sitting there during the loading screen going "please be a hench team, please be a hench team, please be a hench team..." and every time I seem to get 1 wammo (or assassin) who has no idea what he's doing with the 7 worst hench he could have possibly chosen.
Unwaking Waters also makes the list for forcing a team composition that leaves almost no room for melee classes.

* Blacktide Den. Long and Boring.

* Maddok Crevice Bonus. Yeesh. Those runner guys are a super pain even on NM. I've never been so frustrated with the heroes/hench failing to stya on target (even if I lock their targets).

* Divinity Coast Bonus. Auggg! At least two of the chosen are in mortal peril long before you get anywhere near them. And, inevitably you end up backtracking because the eye wasn't close enough when you talked to one and no one noticed he wasn't following.

* Aurora Glade Bonus. Finding a PUG that's smart enough to follow directions here is nigh impossible. I haven't done this one since heroes and flags were introduced, I sure hope they make it henchable.

* Abbadon's Mouth Bonus. So looooooooooooong.

* Arborstone. The whole random-rocks-falling-on-your-head-and-interrupting-you business is really obnoxious. I don't know how many times I've had PUGs fall apart against the last pack of oni because no one could manage a heal or rez with the rocks.
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Old Aug 17, 2007, 02:40 PM // 14:40   #59
Desert Nomad
 
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Arbourstone, the Ultimate in all annoyance!
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Old Aug 17, 2007, 02:41 PM // 14:41   #60
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Gyala Hatchery. I agrre that mission is just to annoyeng and turtlis die really fast and its not in my taste to fight Kurz lately that mission is totaly distaatefull to me so i give Hatchery is worst IMO
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