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Old Aug 22, 2007, 06:47 AM // 06:47   #1
Frost Gate Guardian
 
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Default Grand Court of Sebelkeh

I'm back again, retried Grand Court of Sebelkeh six more times. I simply can't do it and I'm not going to pay someone to help me do a mission that a game has made too hard for the average player! Is there ANY other way to get past this mission so I can get on with the questing?

I've tried many suggestions, Nothing works for me. I last about two minutes. That place is overwhelming. It's totally ridiculous and I'm really angry now!

I've been taking Tahlkora (useless wench), Koss and Whispers. Then varied the henchs for each try at the mission. Why does it say Cooperative? Does that mean two teams of eight can go in together?
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Old Aug 22, 2007, 07:23 AM // 07:23   #2
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Ok, this is very easy, wish I could help ingame but won't be able to play for a few days.
Just take 2 Monk Heroes and a Ranger Hero or something. For henchmen take Mesmer, Elementalist, Ranger, Paragon. Just no melee because they tend to overaggro stuff.
First part sucks a bit, but try not to aggro all 3 groups at the same time. After clearing at least 1 group go in center to prevent them from capturing.
After there's no more waves coming to the center, destroy the 3 outer groups one by one.
Just don't kill the Blasphemy, unless you think your Monks can handle the extra damage. You could keep 1 Hero in the center and set him on Avoid Combat if capturing a rift is taking too long.
To avoid getting killed by Torment Claws try to interrupt their skill. The rest is dead easy, and don't forget to kill Margonite Clerics first.XD
Also the higher your Lightbringer rank the easer the mission will be.;P
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Old Aug 22, 2007, 07:44 AM // 07:44   #3
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I can help you get thru this mission. No you dont need to pay me. You just hold the center and i will take my 4 man group to cap the rifts.

If you still need help IM me in game

IGN Draccor The Great
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Old Aug 22, 2007, 07:45 AM // 07:45   #4
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Cooperative, as opposed to competitive, is a mission in which you team up with other players instead of trying to pound them into the ground (see the wiki page for more info).

The key to Grand Court of Sebelkeh is knowing what to do and the order to do it in, but - as is the case with most of the "slightly harder" PvE - builds are important too. Tahlkora will probably do best as a Zealous Benediction prot or Healer's Boon heal monk; without these elites, consider just stacking her bar with cheap spells (5e condition and hex removal) and energy management (mesmer Inspiration skills, Offering of Blood, or Glyph of Lesser Energy). A MM necro will ease the pain greatly, creating more targets for the Margonites, and a SF ele or two will go through the mobs with amazing ease. If you don't have Searing Flames yet, this may well be the mission that makes you go out and cap it.

Best henchies, in my opinion, are the earth ele (Ward Against Melee), the non-Mhenlo monk (ZB prot), the paragon (heals/buffs) and the mesmer (interrupts). If you feel your front line is lacking, lose the mesmer for a tank, but do not spend a hero slot on one unless you can't help it.

As for the mission itself, the game plan is relatively simple:

1) Move forward to engage the Margonites and survive. Do NOT rush out to the altar! What you need to do is aggro the Margonites that come from the left and the right, but fight them without leaving the "bridge" you start on. That way, the Margonites will come after you, which makes them bunch up and draws them away from the central altar.

If you're having trouble taking the two mobs down, focus fire on the monks or bring enchantment removal on your heroes to counter Aegis and kill of the tanks instead. If you kill off tanks, AI casters stop kiting, because AI effectively believes the casters *are* the front line. On the other hand, killing the necromancers will stop them from exploiting corpses your MM can use, killing monks will stop them from killing tanks, etc., etc.

2) Once the situation has more or less stabilized, move to the rift on the left. Do NOT engage the Blasphemy, even if he gets to the altar! Alone, he caps very slowly, so you will have more than enough time to kill off the Margonites at the rift and cap it. If you kill him, the Unbound Energies will cap faster (because there's more of them), so leave that until you've cleared the rift and are coming back to the altar.

3) Move on to the right rift, and repeat the same procedure. If the altar bar is dangerously high (though it shouldn't be), lower it by staying there for a short time. If not, move on to the final rift, killing Blasphemy along the way as he spawns.

Obviously this mission is much easier with a high level of the Lightbringer title, but even a level 2 Lightbringer can use Lightbringer's Gaze to great effect here. The Blasphemy spawns randomly, but in most cases I've witnessed he comes from the far rift. If he spawns on the right (or left), adjust accordingly: clear and cap other rifts instead, leaving the one he spawns from for last. You should deviate from the above strategy if he goes for one of the rifts you closed already, but otherwise it is completely unnecessary to actually hold the altar or leave members there.
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Old Aug 22, 2007, 08:17 AM // 08:17   #5
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Thanks guys. I will need to try these suggestions.
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Old Aug 22, 2007, 12:01 PM // 12:01   #6
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Funny enough, I did that one last night with my ranger as well. Degen, interupt build with balance team of a guildie, heroes & henches. Our tactic was to kill the group on the left side first, while 3 of the members, warr, mm, monk hold the altar. And the rest of the team head for the claw and close the portal.

Left one first, then right, then regroup and head for the top one. Kill the blasphemy when he turn up. Close the last portal, mission done in 6:04. I was aimming for master so we redo it, same tactic, got to 6:05. For master you need to finish it under 6min.

So I sugest lol, ...a BP team build lol yeah, the tomb build, 5 BPs (3R/Rt 2R/Mo), 1 mm 2 monks and no order. Same tactic again and once the MM get going it was a breeze, did it in 4:28. So yeah the BP team, who would have thought! lol
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Old Aug 22, 2007, 03:42 PM // 15:42   #7
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The key to this mission is more of where you position your party as opposed to the party build. Don't get me wrong a good party build certainly helps.

Firstly it is a misconception that you need to leave ppl in the center to hold it. There is plenty of time to cap a rift and get back to the center before it is taken.

When mission starts head to Left portion of Center. Quickly kill the 2 margonites that come from the left side (first kill should be the cleric) and kill those that are at the center and any that come from the right side. This will give you control of center to start.

*Trick here: if cleric casts spellbreaker, switch targets and come back to him in a a few seconds. I consider that to be commonsense but I notice a lot of pugs get tunnel vision.

Next step position party close enough to claw on the left side to start the capping of the rift. Kill all enemies and take rift (frist kill should be the terror claw). Disregard what is happening in the center. Don't panic, you will have plenty of time to cap rift and regain control of center before it is capped. (If you have heros/henches then flag them into position).

*Trick here: You don't want to position your party too close to the terror claw, and you don't want to be too far away that the capping isn't begining.

Now head over to right side, reclaiming center while enroute. Repeat previous step.

*Trick here: you have to kill those energy orbs quickly or they will dishout some nasty spike dmg. An MM helps here as throughout the entire mission.

Lastly close the final rift using the same process.

Note: I think the hardest thing that pugs have is coordinating where to position themselves. That is why i always use heros+henches.

If I was to recommend one thing your party build should have, it would be an MM makes this mission very simple.

You should have masters in no time if you can get the hang of the positioning.
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Old Aug 22, 2007, 04:30 PM // 16:30   #8
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If you're still having trouble with this mission you can contact me char name Valshara Damaskinos. I will come help you for free (don't understand why people can't do that every once in a while). I'm not sure we can get masters reward but I'm sure together we can get through it I've managed it with hero's and hench's but it's much easier with at least one other player.
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Old Sep 07, 2007, 10:29 PM // 22:29   #9
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Quote:
Originally Posted by ender6
The key to this mission is more of where you position your party as opposed to the party build. Don't get me wrong a good party build certainly helps.

Firstly it is a misconception that you need to leave ppl in the center to hold it. There is plenty of time to cap a rift and get back to the center before it is taken.

When mission starts head to Left portion of Center. Quickly kill the 2 margonites that come from the left side (first kill should be the cleric) and kill those that are at the center and any that come from the right side. This will give you control of center to start.

*Trick here: if cleric casts spellbreaker, switch targets and come back to him in a a few seconds. I consider that to be commonsense but I notice a lot of pugs get tunnel vision.

Next step position party close enough to claw on the left side to start the capping of the rift. Kill all enemies and take rift (frist kill should be the terror claw). Disregard what is happening in the center. Don't panic, you will have plenty of time to cap rift and regain control of center before it is capped. (If you have heros/henches then flag them into position).

*Trick here: You don't want to position your party too close to the terror claw, and you don't want to be too far away that the capping isn't begining.

Now head over to right side, reclaiming center while enroute. Repeat previous step.

*Trick here: you have to kill those energy orbs quickly or they will dishout some nasty spike dmg. An MM helps here as throughout the entire mission.

Lastly close the final rift using the same process.

Note: I think the hardest thing that pugs have is coordinating where to position themselves. That is why i always use heros+henches.

If I was to recommend one thing your party build should have, it would be an MM makes this mission very simple.

You should have masters in no time if you can get the hang of the positioning.
This worked for me and I finally got the bonus!

To bonus this has to me one of the most frustrating missions in Guild Wars, the fact that claw thing can get your party in one or two hits does not help and you definitely need a Mesmer in the group. Following this tip and having a Mesmer in the group made all the difference.
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Old Sep 07, 2007, 10:53 PM // 22:53   #10
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What is BP build?

And what skills/spells does Mesmer need? Ranger has three good disrupts.
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Old Sep 08, 2007, 11:52 AM // 11:52   #11
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I used Tankora, Dunkoro and Olias Heroes, I used the Devona, Cynn, Mhenlo, and Odurra (Mesmer). With Odurra's interrupts and Olias's minions to keep the heat off I was able to wipe the mobs pretty quick, and the third healer kept anyone one from dying the whole time.

Oh and I have Tankora's smiting skill up and gave her signet of judgement and judges insight skills which seemed to help.

Last edited by Cobalt; Sep 08, 2007 at 11:55 AM // 11:55..
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Old Sep 08, 2007, 03:44 PM // 15:44   #12
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This mission DOES suck. Much like you, I stopped playing GW when I got to it (other responsibilities) and I dreaded coming back knowing this mission was waiting for me. The most important thing I realized was that I would not be able to get Master's with a group (I had beaten it on expert before, but Master's was my goal) because every single group I had been in simply didn't know the mission. So, I ended up using the following:

ME: P/Me, half-skill bar spear attacks (cruel spear, barbed spear, blazing spear, and that one that throws it harder :-\), mesmer skills (empathy, backfire) and I had two more but I never use them.

HEROES: Tahlk as prot., Dunk as healing ( both of these only used standard monk skills with no elites) and Koss as tank. (Wammo, swords)

Hench: Fire, Fighter, Healer, Blood

I rushed into the center at the beginning, setting all H/H to center then focused on taking out the Mags. in the following order: Cleric, Sorcerer, Warlock, Executioner, Seer, Ascendant, and Archer.

When it was clear I went to the portals in a clock-wise fashion starting from the left. I did NOT move until they were closed even if the altar was being lost.
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