Jul 07, 2005, 11:40 PM // 23:40
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#1
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Frost Gate Guardian
Join Date: Jul 2005
Guild: [mupp]
Profession: E/Mo
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thirsty river
i cant seem to do this its so hard
any tips?
and how long is it away from completing game?
- xiuK^
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Jul 07, 2005, 11:41 PM // 23:41
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#2
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Jungle Guide
Join Date: Jun 2005
Guild: DOOM
Profession: E/N
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Please put this in the correct section of the forum.
Tips - get a good group
It is around 70% of the way through the game, but the last 30% is a lot harder than the first 70%.
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Jul 07, 2005, 11:44 PM // 23:44
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#3
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Lion's Arch Merchant
Join Date: Apr 2005
Location: Berkeley, CA
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It is hard. The trick is to be patient. The priest will rez the party every two minutes, so let that be your guide. Go in and take out as many enchanteds and forgottens as you can, and then once 1:20 or so rolls around, EVERYONE target the priest. Once the priest is dead, you can do the boss and any remaining baddies at your leisure. Then, DO NOT START on the next team until just AFTER the two minute mark, to give yourself the longest window in which to repeat the pattern I just gave you.
Also, be sure you kill all the sand giants before you get to the hero - the 10% morale boost is a big help.
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Jul 07, 2005, 11:45 PM // 23:45
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#4
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Frost Gate Guardian
Join Date: Jul 2005
Guild: [mupp]
Profession: E/Mo
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sorry im new to forum
where shud it be?
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Jul 08, 2005, 12:05 AM // 00:05
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#5
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Frost Gate Guardian
Join Date: Jul 2005
Guild: [mupp]
Profession: E/Mo
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we did same but 1.30 and we only got past first one , we were all level 20's apart from me level 19 , we got totally f*cked
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Jul 08, 2005, 12:42 AM // 00:42
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#6
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Jungle Guide
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i've completed this quest many times, once with 2 players that DQ'd at the beginning
i think a nice core to start this quest is 2 monks and 2 tanks.
one trick that i have found work well is to rush INSIDE the priest shrine. Casters go BEHIND the shrine. The tanks grind it out with one monk casting balth aura on one of them to beef up the dps.
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Jul 08, 2005, 12:49 AM // 00:49
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#7
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Frost Gate Guardian
Join Date: Jul 2005
Guild: [mupp]
Profession: E/Mo
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ty hopefully will complete it next time i try
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Jul 08, 2005, 12:55 AM // 00:55
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#8
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Wilds Pathfinder
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I actualy rush the enemies 10-15 seconds before the 2 minute rez. Go after the armors, since they usualy last longest. Taking into account the time it takes to run to the enemy and actualy kill them, you'll still have them all alive when the timer hits the 2 minutes.
This gives you a head start and 10-15 extra seconds to work through it.
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Jul 08, 2005, 01:35 AM // 01:35
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#10
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Frost Gate Guardian
Join Date: Jul 2005
Guild: [mupp]
Profession: E/Mo
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ill try with henchies as well
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Aug 15, 2005, 09:19 AM // 09:19
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#11
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Wilds Pathfinder
Join Date: Jul 2005
Location: Denmark
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Help! we spent all of yesterday trying to do this mission. A few times with henchies, and other times with various groups. I can use a tip here.
If careful, we can handle the first three enemy teams. But we get stopped dead with at least one of the last three teams. Each time we tried, we rushed in to kill the enemy priest but couldn't do it. The enemy priest's hit points simply would not go down! Can someone explain whether for this enemy team there happens to be extra healing power someplace? Or is it that the boss for this team is a pure healer? We normally go for the boss after we get the priest.
Some of the groups were very good. But we are two mesmers, one with monk as secondary, so we cant form a group with Warriors and Monks only.
I also would like to try again with henchmen only. Whoever has done this successfully, can you give a tip on how to get the henchmen together enough so that only one enemy team gets activated at a time? Which henchies did you take?
Thanks!
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Aug 15, 2005, 09:32 AM // 09:32
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#12
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Academy Page
Join Date: Jun 2005
Guild: Lost Friends Guild
Profession: Mo/Me
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The priest you couldnt kill is probably near the monk boss, resulting in 2 healers, instead of just the priest healing. If 1 mesmer can backfire the monk boss, the other the priest, and the rest of the team deliver good damage as well, then you should be able to do this quite easily.
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Aug 15, 2005, 09:39 AM // 09:39
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#13
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Krytan Explorer
Join Date: Jun 2005
Location: Hell's Precipice
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Hmm, Thirsty River. 2 Tanks, 1 Healer, 3 Mass Damage Dealers.
For the tanks, you'll want real tanks. One time doing this mission my party was all wiped except for 2 warriors and someone else. The timer had passed the 2 minutes and all of the guys spawned right on top of us. The two warriors took the beating for several minutes and eventually cleared the entire area out without dieing. Ten guys pounding away on them and they were holding their own just fine. That's real tanking.
One healer is fine. Unless your other four can kill super fast, you'll need more killing power than healing power. The mobs are not very large or dangerous. Strong groups should be able to survive a two aggro'd mobs just fine.
The other three, get people who can kill fast. Doesn't really matter who as long as they are effective.
Kill the minions until the 1:30 mark and then rush the priest. Kill the priest and return to whatever minions are left. Then kill the boss. Then rest up before the next battle. For the second and third areas, start attacking the next area at around X:50 or so to give you that extra 10 seconds to kill the minions. For the Monk Boss and priest, be sure to have someone who can stop the back and forth healing. That can doom a party.
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Aug 15, 2005, 09:41 AM // 09:41
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#14
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Wilds Pathfinder
Join Date: Jul 2005
Location: Denmark
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Thanks for the tip. Anyone know the strategy for doing this particular kill with mesmer plus 5 henchies? I am thinking here that once I target the monk boss to cast spells, my henchmen will also automatically go after the boss instead of the priest. I probably would need to cast backfire on the monk boss and then immediately shift my attack to the priest again to keep the henchies focused there, right?
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Aug 16, 2005, 03:49 AM // 03:49
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#15
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Ascalonian Squire
Join Date: Aug 2005
Location: Italia
Guild: Pulci Pazzi [itch]
Profession: R/
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I think with some classes this is impossible to do with henchies. It's the Monk & Monk Boss duo that's the problem. I tried many, many times with my Ra/Me and just couldn't beat that last pairing. Of course I didn't have a good enough build until after some tips from this forum! (And had missed the choking gas skill before). The henchies don't do enough damage in 30-45 secs to counter their spam healing.
This is the only mission so far I had to do with a group (an interesting experience!) although due to lack of henchie-infusedness I'll probably be forced to group again for the Moladune mission (Is this forced herding of PUGs intentional on the part of ANet?)
Also is it my imagination or does the monster difficulty randomly change? Of the 3 times our group tried for it, one of those we were totaly wiped out by 5 devourers in a minute or so. We managed (if memory serves) with 2 Warriors (one level 17), 1 Ne/Wa, 1 El?/Mo (using only monk skills), 2 Ra/Me and one El/Mo I think it was (I'm ashamed to forget the last as he/she was the most helpful person in the group! I remember the name though )
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Aug 16, 2005, 06:50 AM // 06:50
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#17
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Forge Runner
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If you thought Thirsty River was a bitch of a mission..Wait till you to T.R.O.F islands..The first mission is bloody hard as...esp. the boss @ the end...jesus christ it took us forever to beat him >_<; I cbf'ed doing the second one.
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Aug 16, 2005, 09:12 AM // 09:12
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#19
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Wilds Pathfinder
Join Date: Jul 2005
Location: Denmark
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Thanks for all the tips! I tried a few times with henchies but don't think my Mesmer is strong enough. Will try again some time soon, hopefully with a few "friends" in the group.
I think the most frustrating thing for me about this particular mission is being so dependent on teamwork and a good group. With all the groups I tried this mission with, we came darn close a few times, but were not aware of the strategy regarding the monks. Needless to say, the groups that lacked teamwork and communication failed before even getting that far.
By far the worst experiences I've had with this mission is when there was at least one impatient party member who was extremely quick to blame the failure on others, e.g. lack of healing support from the monks. It seems like we always wind up with at least one of these in the group, and because of this I just want to get this mission over and done with. (We even had one in a party who seemed to think all players should either be monks or warriors, no other character was good enough)
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Aug 16, 2005, 11:42 AM // 11:42
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#20
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Ascalonian Squire
Join Date: Aug 2005
Location: Italia
Guild: Pulci Pazzi [itch]
Profession: R/
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I was lucky in that we didn't have any 'name-calling' in the PUG I joined. I was invited by one player who I assumed would be the leader, but after that, let's just say someone who liked the sound of his own voice joined...the first thing he said to me was "The answer to your question is 'no'." Apparently he thought I would want to ask for his bow...because it was sparkly. Everytime he kept rushing the priests too quick. As I had tried solo numerous times, then read the tips here, I knew the strategy. So suggested we attack the priest at around the 1.30 mark, was then accused of wanting to be leader, to which I replied "pfft..." and was then threatened with something to the effect of 'don't pfft me, I'll come and knock you over' etc. etc,so I just stayed quiet and did what I could.
On the last group I asked "left or right group first?" to which he replied "I'll decide when we're in". I just went left (after waiting at the gate for his lead which didn't come after 10 secs!) and luckily everyone else followed.
Also this player kept saying "Careful, we don't want to be ambushed by all the other groups"...I think he thought he was in PvP? Heh, Australian teenagers...that'll teach me to continue playing until 4/5 in the morning.
We tried 3 times (tried to get a full group before going into the mission about 10 times), some people leave if you don't have 2 monks and 2 fighters, some people leave if you don't win it first time, people who name call are usually the impatient, or those who cause their own deaths. I died trying to back up above Ranger when he rushed the priest on the first group. On average we had about 3 deaths each run, but no name calling . My advice would be to let the impatient do as they wish and stay with/support those of the group who are behaving rationally and for the last of the groups of warriors/casters, before the final priests, use your skills sparingly to allow yourself enough cooldown time so you have full energy for the priest.
And the point of all this rambling? Just to let you know if you need a hand message me in-game (several times because sometimes I don't see the messages!). I'm no superhero ranger, but I'd be happy to help, so bring res
Oh! and another edit because my memory's not what it used to be.
I'm not sure about this but maybe affects the bonus? I assume the bonus is how quick you do it (something about killing all groups before the King's ghost? is frightened off). In the last group of devourers and 2 sand giants, before going up and speaking to the ghost, if you go too near the righthand wall the King starts speaking...not sure if this will trigger the starting time of the bonus or not though...probably not...
Last edited by Ooma; Aug 16, 2005 at 12:01 PM // 12:01..
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