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Old Sep 16, 2005, 01:22 PM // 13:22   #1
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Default The Orozar Quest

Damn Anyone got a tips/tricks to beat this damn mission :E] its so freaking hard and +++ its so damn hard to get a damn "know whats it doing" party together
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Old Sep 16, 2005, 01:49 PM // 13:49   #2
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Not so sure about tips but i think the trick is to kill fast to avoid being overwhelmed.
Our team did get overwhelmed but we ressed right next to Orozar and we eventually got the upper hand.
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Old Sep 16, 2005, 03:28 PM // 15:28   #3
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I've been stuck on this quest for days. The very first time I played it, I got to plan B with henchies (if only I knew "the trick" then) and haven't cleared it with henchies since. Any advise for a W/x and henchies? I've been doing W/N and trying to clear to corpses.

Three out of four pugs I've been in have simple fallen apart. Of the remainder I've cleared plan A a few times when there's been a minionmancer on board, but somebody always messes up clearing out the area for Plan B.

Arg!
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Old Sep 16, 2005, 03:44 PM // 15:44   #4
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Yeah Plan B isnt realy so hard if u got "OK" party but plan B is a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing pain in the ass we could had beaten it if we went back and had killed does dumb asses behind us in plan B
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Old Sep 16, 2005, 03:45 PM // 15:45   #5
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its a tough quest, i suggest all the casters in the back line stay as close together as possible. try to tank each group you can, that way the monk can cast healing seed and heal area to keep the casters alive as long as possible. Also, if you have a minnion master, it makes things a LOT easier, but that is pretty obvious.
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Old Sep 16, 2005, 05:34 PM // 17:34   #6
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yes, i agree with sidepocket13 (man i wanna watch spaceballs now!)

after working with a minion mancer just for farming purposes in SF - to me there is no question that this quest could be easily done with a good minion mancer on board.

I beat the mission with henchies on the 2nd try, not going to say that it wasnt difficult. But i am placing all bets on having a minion mancer for a sure win with this quest.

Shmash!
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Old Sep 16, 2005, 05:43 PM // 17:43   #7
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Make sure its really a minion master and not a moron who just switches his attributes to Death and Blood, brings one minion spell and then a few wells. Which I might add, he rarely ever cast any of the three.

I beat it in a decent group that decided to take me, a Well Necro with Blood Ritual and a few nukes, instead of a minion "master." All I have to do is pay close attention to enemies health and almost start clicking on my wells before the body hits the ground.

We also focused fire on anything that posed a threat to us. Kill the priests, immediately, or all those corpses I'm using for wells come back to life and just make things worse. There is a mesmer boss who has showed up all three times I've tried this quest and he will completely screw the spellcasters if you dont' take him out fast and almost as soon as he appears.

We didn't have any trouble. Three healing/prot monks, two tanks (one with interrupts), 2 nukers, well/battery/nuke necro.

Its an annoying quest, but you do need a necro to do anything with corpses before the enemy does, and always kill the priests before they start rezzing things. Pay attention to what enemy bosses show their faces, because some are going to hurt you more than others.
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Old Sep 16, 2005, 07:59 PM // 19:59   #8
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oh yeah a well necro would ddefinately work
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Old Sep 16, 2005, 08:18 PM // 20:18   #9
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That would be my suggestion for most of the quests/mission up in GF & SF - Minion Master Necro or Two ;-)

With all the mob necro hexes and wells being thrown around, the bleeding/crippling etc. it does tend to make it difficult to keep Tanks up and running as well as removing conditions for everyone.

I too had tried Orozar several times before getting into a PUG with a Minion master, and before even making it to SF portal our party had more than quadrupled..hehe. And even after the Necro needed to reform his minions upon entering SF....it was near boring for my Monk at that point ;-)
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Old Sep 16, 2005, 08:39 PM // 20:39   #10
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Actually, there's a couple of tricks you can use. Firstly, during Part A (defending Orozar), get a Warrior to hold a master gear. With some proper movement and timing, he can catch aggro for enemies coming from 2/3 to all of the sides, allowing the rest of the team to quickly focus fire and kill any that aren't attacking the tank, and monks don't need to dish out that much healing to everyone.

For Part B, the way that I did it was to rush straight off to Ural. Once he was bounded, we left Orozar by the bridge, but did not lower it. Instead, we cleared all the way round and lowered the bridge from the other side to continue the quest. Its long and tedious, but it helps a great deal.

Of course, minionmancers are a must for this quest, with the number of enemies coming at you, more meatshields is always good
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Old Sep 16, 2005, 08:54 PM // 20:54   #11
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Quote:
Originally Posted by King's Spectre
I've been stuck on this quest for days. The very first time I played it, I got to plan B with henchies (if only I knew "the trick" then) and haven't cleared it with henchies since. Any advise for a W/x and henchies? I've been doing W/N and trying to clear to corpses.

Three out of four pugs I've been in have simple fallen apart. Of the remainder I've cleared plan A a few times when there's been a minionmancer on board, but somebody always messes up clearing out the area for Plan B.

Arg!
Wouldn't a ranger with frozen soil do even better? Or are you just looking for endless tanks?
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Old Sep 16, 2005, 09:03 PM // 21:03   #12
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not necessarily becuase they focus on wells frozen soil just prevents them from raising minions
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Old Sep 16, 2005, 09:14 PM // 21:14   #13
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This mission is easy if you dont lower the bridge then go around the other way (from part a fight) and clear the area, then go lower the bridge and he will come accross. Only a few mobs spawn from nothing (cause im not sure where they come from) but they are easily taken out.

After doing this quest with henchies with my other three chars ive tried this with people twice, once they failed at while defending, the second time they didnt want to listen to my plan and of course we died just after the bridge. Its either my way or the highway biatches.
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Old Sep 16, 2005, 09:16 PM // 21:16   #14
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Quote:
not necessarily becuase they focus on wells frozen soil just prevents them from raising minions
Have never come accross this problem with my minion master nec/mo. This quest is real easy with minion/fiend army.
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Old Sep 16, 2005, 11:11 PM // 23:11   #15
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1st part tip: Bring necros that use wells, any an all. Also if you are one of the last 2-3 people alive while defending, just die as fast a you can so all can res. There is almost no way you 2-3 alone will take on the rest of the mob and res all 5-6 dead before the next wave comes.

2nd part tip: 1st time I beat it due to luck when we lowered the bridge the npc was stuck. He was being aggored from below the bridge so he ran back a forth until the patorls started. This allowed us to take them on one at a time. I suggets trying to pull some mobs below the bridge to recreate this bug.
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Old Sep 16, 2005, 11:31 PM // 23:31   #16
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Quote:
Originally Posted by SantaClause
1st part tip: Bring necros that use wells, any an all. Also if you are one of the last 2-3 people alive while defending, just die as fast a you can so all can res.
Or leave and find a better goup that does not die off in the first 30 seconds of battle, I am serious.

(Rant) (not directed at you SantaClause BTW)
The thing I hate most about that mission is I am always the last man standing, and others are spamming me to die. I got a much better idea play better, play smarter so you can live instead of beseeching others to die so your weakass can be ressed for a whole another 30 seconds!
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Old Sep 17, 2005, 12:35 AM // 00:35   #17
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I did this quest with henchmen. I did 'em all with henchmen exept the priest's quest. I did lower the bridge. I used a monk/war w/ 520 hp, 56 energy, 14 smiting, 8 healing and 10 divine favor. Packed remove hex, mend ailment, SoJ, healing breeze, smite, banish, holy strike, and Balth's aura.

Stay out of the wells, use hex and condition removers on yourself and the henchmen, if you die, when you're rezzed, click on orozar and immediately heal him even if he doesn't need it. Always remember to kill the stuff behind you even if they aren't to you yet and you should do just fine...

It only took me eight tries to do it...lol.

Last edited by Bohr Nal; Sep 17, 2005 at 12:37 AM // 00:37..
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Old Sep 17, 2005, 01:00 AM // 01:00   #18
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Having done this mission a few times succesfully there are a mixture of useful things and hopefully this will clarify it a bit from my own experiences:

#1) Minion Master makes the quest significantly easier than a blood/well necro can.
#2) Frozen Soil (ranger) is a great spell if you don't have a minion master since it will keep enemy hero's from reviving, but also prevent your own PC's from rez too.
#3) Holding the master gear on one tank is the best method to aggro all enemies to that one person so there can be focused healing and protection from the monks (hence, only 2 monks needed).
#4) Plan B sucks, but can be helped, bring 2 gears, one to lower the bridge, another to raise it from the other side. (Haven't tried it, but someone mentioned it while we were doing the mission.)
#5) Most Important: Pre-planning and talking about the quest! It's amazing how people just grab the "right" classes and run out the door. While looking for that last nuker or monk, plan out what everyone's role is!

-DW
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Old Sep 17, 2005, 05:45 AM // 05:45   #19
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Thanks for ya help all. if anyone interested in doing this with me :P let me know
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Old Sep 17, 2005, 06:42 PM // 18:42   #20
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The key to this quest I find is a Minion decent necro (as mentioned before.) They are constantly throwing dwarves at you, the necro can use this to raise quite an army with ease. Each dwarf that dies becomes another member of your private army. Additionally when they rez the minions tend to shoot them back down within seconds giving you yet another fresh corpse.

Good Party Make-up:
1-2 Warriors: Look for a tactics warrior willing to bring shields up. It helps vs the surveyers a ton.

1 Minion Master Necro: As described above. Try to have them mix fiends and melee minions (A N/R with winnowing is nice here too, that 4 each hit adds up fast with minions.)

1 Ranger or Mesmer with interrupts: Stops rez, obsidian flame, and wells of suffering, if you take the ranger try to have him bring winnowing.

1-2 Eles: Go with earth or air spikers. While one fire nuker is ok, those earth and air spikers really perform well here. Dwarves have tough armor and air penetrates it fairly well while obsidian flame and crystal wave completely ignore it. A fire nuker will most likely just drop meteor shower and the dwarves mostly operate in small groups of 3 scattered enough so you only hit one group at once. Additionally a necro nuker can work here too if they know how to build them (blood and curses with feast of corruption and desecrate enchantments, heavy armor ignoring damage.)

2 Healing Monks: For healing the party

1 Optionals:
-Prot monk with aegis and guardian
-Anti-physical hex necro
-Hex mesmer (can be combined in with an interrupt mesmer)

The problem is finding all these players outside of a guild is hard. Especially since you will most likely get W/Mos with mending, Eles who echo meteor shower, and monks who think they should build their healing around healing breeze. Also anyone who mentions that you shouldn't take a mesmer, necro, or ranger is probably an idiot.
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