Aug 18, 2007, 03:41 AM // 03:41
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#81
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by makosi
I detest Gate of Madness too. It's one of those missions which is extremely difficult without at least two people because the henchmen are pretty poor and the difficulty of the mission (as expected) is too high for the henchmen's mediocre skillbars to handle.
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This is why you use heroes. Seriously, I've done GoM with heroes and hench 10 times now. And Shiro's a pushover there, imo, it was Meditation of the Reaper and that damn banishing spell that made him such a pain in Factions...
Quote:
Originally Posted by Chthon
Unwaking Waters also makes the list for forcing a team composition that leaves almost no room for melee classes.
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I hate that about Unwaking, also that Kuunavang is hard as hell to interrupt for no apparent reason.
And the worst part about Arborstone is Danika, because she's an idiot and has a tendency to get killed right at the end...
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Aug 18, 2007, 03:44 AM // 03:44
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#82
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Banned
Join Date: Oct 2005
Guild: Ogmios Graybeards
Profession: W/
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Freakin Grand Court of Sebelkeh. What a pain in the ass to get masters on that thing in hard mode.
KANE
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Aug 18, 2007, 03:55 AM // 03:55
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#83
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Banned
Join Date: Nov 2005
Location: Northern California
Guild: HoTR
Profession: N/Me
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another for Gate of Madness. It's pretty long, and this one beyond all others relies on a few builds. I refuse to micro manage more than 1 hero so I can't do this one by myself. This also happens to be the last one I need to get masters on HM for all 3 games.
I do agree that the 2 teams for Unwaking and the other NF one is a major drain. It took a major alliance effort to get some of us HM masters on that.
As for HM Eternal Grove, I guess I got lucky, only took like 4 tries. But then my group had tried for 3 hours before I got on =)
Annoying goes to Arborstone, for those damn interrupts, as well as Dunes of Despair for trying to get lucky using the NT trick for masters and mapping out.
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Aug 18, 2007, 04:01 AM // 04:01
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#84
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Forge Runner
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Eternal grove HM is the hardest IMO. took us 6 tryes to get it done
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Aug 18, 2007, 04:09 AM // 04:09
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#85
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Krytan Explorer
Join Date: May 2006
Location: My dog let's me crash at her place.
Guild: POB
Profession: R/
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The long and boring ones...Ruins of Surmia, Dragon's Lair, Gyala Hacthery (with clearing the Kurzicks first...I know exactly where to put that marker for the ranger/mesmer group that still spawns after you get the turtles).
Actually, all the Ascalon and Maguma Jungle missions since I did them so much in beta (with friends starting the game).
Nay mission is better than faction grinding though. I'm currently tab/spacebarring my way through the LB/SS run in Sulfurous Wastes while I'm browsing the forum..
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Aug 18, 2007, 06:28 AM // 06:28
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#86
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Site Contributor
Join Date: Jan 2006
Profession: R/
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Raisu palace
gate of madness.
.....i hate shiro =O
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Aug 18, 2007, 06:35 AM // 06:35
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#87
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Jungle Guide
Join Date: Jul 2006
Profession: Mo/
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Gates of Ascalon
I hated that.
(never expected that did you, btw it might not be that name, the first proph mission)
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Aug 18, 2007, 06:35 AM // 06:35
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#88
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Raisu Palace is either really hard or really easy, depending on your profession. Some of the Celestial skills are very, VERY good, while others just plain suck...
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Aug 18, 2007, 06:35 AM // 06:35
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#89
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Desert Nomad
Join Date: Sep 2006
Location: Québec
Guild: Legacy of Angels [Halo]
Profession: E/
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Gah! All the vabbi missions suck imo.. they are pretty much impossible with a PuG and the henchies suck in missions such as.. Dzagonur Bastion
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Aug 18, 2007, 06:49 AM // 06:49
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#90
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Wilds Pathfinder
Join Date: Nov 2006
Guild: Gwen Is [EVIL]
Profession: N/
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Any mission with a timer. They just piss me off. This means pretty much most of Cantha, sadly.
I'd also have to agree with Redfeather1975 regarding the tediousness of Minister Cho's. With all the gates forcing you to wait for Togo's long winded explainations - you'd think they designed that mission for the short bus. If a friend needs help with that one I grab my necro and CC past all the gates to cut it short. Probably the only character I can stand to use on that mission anymore.
I don't know why people hate Gate of Madness so much. Once you figure out the right path, you can actually avoid half the mobs, and that can greatly reduce the time spent. I've done it on five (maybe 6) different characters, and countless times helping others. I even learned a shorter way of doing it the other day from a friend of mine. (I should have known better considering I walked through that short cut while working on my skill hunter title.)
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Aug 18, 2007, 09:14 AM // 09:14
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#91
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Jungle Guide
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Any mission with a timer and any with an infinite amount of enemies.
Zen Daijin
All missions with reproducing or splitting enemies.
Last edited by Kashrlyyk; Aug 18, 2007 at 09:32 AM // 09:32..
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Aug 18, 2007, 01:59 PM // 13:59
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#92
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Ascalonian Squire
Join Date: Sep 2006
Location: Behind you.
Guild: LaZy
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Why peoples say they hate hard missions because they are hard? Easy is boring. Hard is challenging.
Cho's Estate for being forced to learn the game again.
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Aug 18, 2007, 02:47 PM // 14:47
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#94
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Forge Runner
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Vizhuan Squad - Bugs exsisted for over a year now but anet suck too much to fix them , I mean why should they ,,,, we only paid for it after all . Killing the game? Too right.
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Aug 18, 2007, 04:54 PM // 16:54
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#95
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Desert Nomad
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Quote:
Originally Posted by DeVaNeY121
Vizhuan Squad - Bugs exsisted for over a year now but anet suck too much to fix them , I mean why should they ,,,, we only paid for it after all . Killing the game? Too right.
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People seem to think fixing a bug is an easy thing to do. Also, if they did figure out how to fix the bug, it is known to create other bugs in other parts of the game or worse bugs. There are several bugs in the game Psyconaughts (don't think that is spelled right but whatever) that the developers deliberately left in there because fixing them would destabilize the game.
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Aug 18, 2007, 05:03 PM // 17:03
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#96
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Wilds Pathfinder
Join Date: Apr 2006
Location: Kokkola, Finland
Profession: Mo/
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Ascalon Missions, specially Ruins of Surmia, easy, slow, boring, Rurik.
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Aug 18, 2007, 09:18 PM // 21:18
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#97
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Desert Nomad
Join Date: Sep 2006
Location: Québec
Guild: Legacy of Angels [Halo]
Profession: E/
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Quote:
Originally Posted by Ninna
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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Umm, the last mish of proph takes 30 mins with a decent group.. how is that "too long" ??
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Aug 19, 2007, 02:55 AM // 02:55
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#98
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Lion's Arch Merchant
Join Date: May 2005
Location: PST
Guild: Heros of Titans Realm [HotR]
Profession: W/Mo
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Jennur's Horde, Gyala Hatchery I avoid like the plague.
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Aug 19, 2007, 04:40 AM // 04:40
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#99
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Frost Gate Guardian
Join Date: Jun 2005
Location: England
Guild: Angry Businessmens [aB]
Profession: E/
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Quote:
Originally Posted by VitisVinifera
another for Gate of Madness. It's pretty long, and this one beyond all others relies on a few builds. I refuse to micro manage more than 1 hero so I can't do this one by myself. This also happens to be the last one I need to get masters on HM for all 3 games.
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There are loads of ways you can go about it. I prefer 2 melee players with at least one of them using Wild Blow to end Battle Scars and stop him from regaining his health when he strikes with Impossible Odds. 1 Restore Condition prot monk (hero) with Aegis, Spirit Bond, Guardian and a few other protting classics. 1 Word of Healing monk (hero) loaded up with cheap quick fire heals and Infuse Health. 1 Crip Shot/Apply Poison ranger. 1 SF ele (hero). 1 SS/curses necro (hero). 1 water hexes ele with mes secondary and Empathy and Spirit Shackles.
Impossible Odds is the skill that Shiro uses that wipes most groups and you wont be able to stop but you can turn it to your advantage in a number of ways.
1) use hexes like Faintheartedness and Price of Failure to make him attack slower and/or miss whilst also chaining Aegis between hero monks.
2) use hexes that damage Shiro whenever he attacks. Namely, Empathy, Spiteful Spirit and to some extent Price of Failure in conjunction with evasive stances.
3) use hexes like Enfeeble to lower his damage output to a level where you can stand next to him and not die instantly in conjunction with damage reduction skills like Armour of Sanctity/Armour of Thorns.
Also:
Shiro is much more manageable when hes really slow so skills like Deep Freeze, most water ele hexes and crippling conditions work good to stop him running around and wreaking havoc.
And finally:
Degen is king. Have a Crip shot ranger with Apply Poison along for the ride. Whilst you are at it, Life Transfer, Conjure Phantasm (if you can fit it in a build) and Crip Slash work a treat when stacked on top of each other. Crip Slash is real good on a warrior with Wildblow since you can slow him down and degen him at the same time.
A combination of slow, degen and hexes which undo his main strength (i.e. hitting loads of times against adjacent targets and gaining back health through vampiric regeneration from Battle Scars) is a good place to start to beat him consistantly. Other than that you just need to kite him properly by dancing around in front of your flagged heroes so you can control them and pile on the burning/poison/disease/hexes whilst hes slowed.
Even when you have a solid build down, Shiro still takes some micromanagement to beat - especially if you are playing with heroes and each player has to micro at least 1 AI. All told, this makes Shiro more interesting than the average Guild Wars bear and it makes Gate of Madness a really interesting mission thats far and away more fun than any area that you can simply Minion Master through without a second thought.
Last edited by Fire Childe; Aug 19, 2007 at 04:53 AM // 04:53..
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Aug 19, 2007, 06:35 AM // 06:35
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#100
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Desert Nomad
Join Date: Jul 2005
Guild: One of Many [ONE]
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Hmm, hard one for the most hated.
For many an age: Thirsty River hand down - for all but a few of the classes and only hench it is really hard to kill the monk boss at the end. I basically had to take advantage of scatter and that they can not cast while running - attach the hench to the priest and harass the monk boss with AoE over time damage. This made my build horrid for the rest of the mission. Add in that (at the time - prophecies only) you could not change you secondary if you had no interrupts there you were 100% SOL. Now - meh, I really only needed control of two slots and the heroes MORE than fill that. The only times I do not get bonus is if I happen to get a bad spawn, then the king doesn't live for me to even open the gate.
Now? A toss up between Vizunah Square and Unwaking Waters. I detest having to depend on PUGs and those are two that force us to PUG with no oversight. I can somewhat understand forcing a group (especially for masters/bonus), while I hench/hero everything (and have since the release of Prophecies) it *is* something of an MMO, but really - all these missions do is totally reinforce why I detest playing with a huge chunk of the players out there. At least with a PUG you have *some* control over the party makeup - on those two missions you have absolutely no say so and they are both *required* to advance the story (it would be fine, and even enjoyable if they were challenge missions instead of freaking required to capture many elites). Not to mention the number of guild groups that leave me high and dry when they see hench/hero. Can't really blame them, I think the same thing when I see hench/hero groups (though I do not leave - never know, one of the best "other" groups I've ever seen was a H/H and even bad teams can complete it) - but why Anet doesn't have the leavers be taken over by the same AI our heroes use I do not know.
I recall one time getting the same doofus for thirty minutes a row who felt it was the other teams job to be *all* ranged (his team was supposed to be healing/melee - he, a W/MO, used heroes/hench, how they were going to heal my team I never really knew. At least he realized a w/mo couldn't be a team healer). That may have worked if we could co-ordinate, but given that we could not...well I finally decided to change since I was always getting him and got a balanced team (which we failed and it was my fault due to that).
Other than that - Gate of Madness is probably the next. It's not really *that* hard, I find it harder to close the gates and get to shiro than to kill him and the lich. Mostly I just find it kinda boring, it is either win hands down or something you can not foresee happens and there is no recovery. Unfortunately the first time I went through it I didn't realize how one captures the gates and just killed off everything - I lack it and two other missions to get my protector title and I do not look forward to it (the other two are easy, I'm just not that motivated).
More interesting would be our favorite - you are better off telling what you like than what you dislike if you want Anet to listen, but that should be for another thread
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