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Old Oct 03, 2007, 09:19 AM // 09:19   #101
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Quote:
Originally Posted by VinnyRidira
Why does there have to be two runners, when 1 would have been difficult enough. Why must we go through the tedium of the first part, to fail over and over again with the damn runners.
I remember doing that with my Water Elementalist.
I switched his Elite from Ward Against Harm to Mind Freeze JUST for those two.... and after dumping it on both of them (followed by Maelstrom and Ice Imp noises for sake of tradition) I just stood back and laughed (evilly) as my herohench mobbed them.
Easiest. Mission. Ever.
I don't honestly recall my Assassin having much difficulty with it either. I guess some classes don't have effective snares (Necro?).... but... well... Haven't ran into that yet.


Quote:
Originally Posted by Stormlord Alex
I don't like a fair number of Prophecies missions.. they're just long and boring, with the same mobs over and over again... the Maguuma missions are all very much like this.
QFT.
And the Krytan ones....
At least the Maguuma Jungle is a bit prettier than Kryta... IMHO.


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Originally Posted by Esan
Vizunah Square and Unwaking Waters. Depending on a random other team is just a lot of meh. The former still has a tonne of pathing and AI glitches. The latter is very confusingly presented. Why can't ArenaNet simply state the interruption mechanics for Kuunavang's skills instead of leaving it to the players to blindly grope in the darkness? I mean, it's not like we can actually run controlled experiments here.
Vizunah Square and Unwaking Waters are better than sex.
Just because occasionally Togo / Mhenlo get stuck in stupid places doesn't subtract from how awesome it is to rampage through hoardes of afflicted with an uber-group...


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Second worst is Mouth of Torment. For a pivotal mission in the game, Kormir really is a pushover. Especially in HM, where she will pull herself to you.
.... Kormir? You mean Varesh?


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The only other mission that is actually badly designed, instead of being merely poorly implemented, is Augury Rock. Fighting your double sounds really neat until you spend 5 seconds thinking about it, and it becomes clear that this mission cannot but suck. Is it any wonder that all builds for this mission are one-shot gimmick builds? To be fair, I think ArenaNet have redeemed themselves marvellously with Polymock.
QFT.
Doppelganger is a joke.... a total joke.


Quote:
Originally Posted by Hissy
Dunes of Despair, bonus, in Hard Mode.

I tried that SO many times, and have still never managed it with any build or team without resorting to the Traversal-Suicide-Rebirth trick... and even that can take many attempts until you get an enemy spawned over the wall.
QFT x10


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Originally Posted by Kusandaa
I seriously hate Jennur's Horde. Probably because I had to do it so often to get masters reward on my necro... which is the only that has done it - and the only one that will access to it. I mean, it's doable, I've done it. But wow, the design really sucks; harbingers and infinite margonite spawn that make you move every 2 minutes, sometimes in the middle of another mob.
Do you suppose the description on that mission will ever be fixed to account for the fact that you have to kill the mobs up the steps on either side WITH the harbingers?
The first time I tried to do bonus on that, and it took me long enough to get it right.... I ran up there with the Light... dropped it... and kited away quickly to avoid aggro.... ONLY to get a single sword for the mission and do a double-take because I thought I had done PRECISELY what was required for Masters. There is no describing how much that sucks. I've learnt better since then.
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Old Oct 03, 2007, 09:32 AM // 09:32   #102
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and my vote goes to: Bloodstone Fen, I simply hate the running back and forth with them dumb seeds to make some bridge, plus I always tend to get lost there somehow.

Another one I strongly dislike is Sunjiang District, but this is probably because I hate the looks of it plus, I also get lost here aswel
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Old Oct 03, 2007, 10:59 AM // 10:59   #103
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Well with 2 assassins, 1 hydromancer, 2 mesmers, 1 spiteful necro, 1 prot and 1 healer we did Moddok's Crevice. It still is a poor design. Another one which is not that hard except on the patience is Abbadon's Mouth. To wait for Leah whatever to walk around inside that Keep is just too dreadful. Great Caps there however bar the random spawns.

For those who found it so easy to do some of these, I would like to ask how many times did you try, or did you just read the Wiki before doing it?
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Old Oct 03, 2007, 11:24 AM // 11:24   #104
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Originally Posted by Squishy ftw
Another one I strongly dislike is Sunjiang District, but this is probably because I hate the looks of it plus, I also get lost here aswel
That isn't half the trouble.
The real nasty thing about Sunjiang District is trying to get PuGs to come along and carry the Spear and the Urn.... one if you're a caster and two if you're physical attacker yourself..... The place is almost always empty, and those few people who are there prefer to just dance and ignore you.
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Old Oct 03, 2007, 11:57 AM // 11:57   #105
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Originally Posted by SotiCoto
That isn't half the trouble.
The real nasty thing about Sunjiang District is trying to get PuGs to come along and carry the Spear and the Urn.... one if you're a caster and two if you're physical attacker yourself..... The place is almost always empty, and those few people who are there prefer to just dance and ignore you.
leave spear and urn, pwn afflicted, never bother about the GOREDENGINE spear and the urn, pwn more afflicted, who needs the spear and the urn?
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Old Oct 03, 2007, 12:00 PM // 12:00   #106
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Quote:
Originally Posted by bungusmaximus
leave spear and urn, pwn afflicted, never bother about the GOREDENGINE spear and the urn, pwn more afflicted, who needs the spear and the urn?
Bugger knows.
I've always taken them. I thought they were necessary for some part of the mission. You saying they aren't?
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Old Oct 03, 2007, 12:11 PM // 12:11   #107
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Quote:
Originally Posted by SotiCoto
Bugger knows.
I've always taken them. I thought they were necessary for some part of the mission. You saying they aren't?
They aren't. They supposedly help. But I've done it with them and without them and haven't noticed that much difference.
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Old Oct 03, 2007, 12:12 PM // 12:12   #108
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Originally Posted by SotiCoto
Bugger knows.
I've always taken them. I thought they were necessary for some part of the mission. You saying they aren't?
They are not at all needed and this mission with a good balance of heroes is doable in 12 minutes easy. Again it requires a good knowledge of what to do. Having pushed 8 chars thru it, it becomes easy.
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Old Oct 03, 2007, 12:13 PM // 12:13   #109
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Quote:
Originally Posted by SotiCoto
Bugger knows.
I've always taken them. I thought they were necessary for some part of the mission. You saying they aren't?
exactly, of course the spear and urn make the mission somewhat easier, but the mission is already easy as pie so you really don't have to bother with them.
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Old Oct 03, 2007, 12:46 PM // 12:46   #110
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Quote:
Originally Posted by bungusmaximus
exactly, of course the spear and urn make the mission somewhat easier, but the mission is already easy as pie so you really don't have to bother with them.
Oh well.... I'll probably just continue as I have done anyway.
I'm a roleplayer. I feel it rather disrupts the feel of the Factions storyline to go to the trouble to get the spear and the urn and NOT take them to fight Shiro.
Besides... I like controlling PuGs occasionally.... when I can actually gather them in the first place.



... Oh who am I kidding?
I'm a lazy bastard.
If I can't gather a PuG then I'll pretend to take the items.... in spirit....

Last edited by SotiCoto; Oct 03, 2007 at 12:49 PM // 12:49..
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Old Oct 03, 2007, 12:48 PM // 12:48   #111
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Okay lol, be a roleplayer, just note that Shiro cheats ^^
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Old Oct 03, 2007, 12:50 PM // 12:50   #112
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Originally Posted by bungusmaximus
Okay lol, be a roleplayer, just note that Shiro cheats ^^
I can cheat too.

*Critical Agility*
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Old Oct 03, 2007, 12:55 PM // 12:55   #113
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Originally Posted by SotiCoto
[Dunes of Despair]
QFT x10
Run a normal team.

Kill all the mobs that attack the hero.

Leave 1 monk behind, charge the Fort and kill the three bosses.

Fun mission.
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And the heavens shall tremble.
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Old Oct 03, 2007, 01:41 PM // 13:41   #114
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Quote:
Originally Posted by Avarre
Run a normal team.

Kill all the mobs that attack the hero.

Leave 1 monk behind, charge the Fort and kill the three bosses.

Fun mission.
I herohench.
I've had difficulty trying to do THAT in Normal Mode. The very notion of trying to do what you're suggesting in Hard Mode frankly fills me with dread.

Besides... it is kinda fun to port through the wall.... run out into the bug-infested wilderness and have the herohench mysteriously teleport to the edge of compass.... at least in normal. The bugs would slaughter me in HM.
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Old Oct 03, 2007, 01:47 PM // 13:47   #115
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Quote:
Originally Posted by SotiCoto
I herohench.
I've had difficulty trying to do THAT in Normal Mode. The very notion of trying to do what you're suggesting in Hard Mode frankly fills me with dread.

Besides... it is kinda fun to port through the wall.... run out into the bug-infested wilderness and have the herohench mysteriously teleport to the edge of compass.... at least in normal. The bugs would slaughter me in HM.
In HM, you either need to leave a monk behind or kill wurms or they'll own the ghost. There is more than enough in between groups to take out the wurms.
You have around 4 minutes after the mobs are killed to do the 3 bosses and their groups, which is quite enough time. Once you have taken one group out you'll have to send a monk back as it spawns another wave. Alternatively you could just leave the 3 bosses alive, clear their groups and just kill all 3 bosses at the same time.

I just don't like missions thats take a long time. namely Abaddon's Mouth, so ZzZz
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Old Oct 03, 2007, 01:56 PM // 13:56   #116
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Quote:
Originally Posted by yesitsrob
In HM, you either need to leave a monk behind or kill wurms or they'll own the ghost. There is more than enough in between groups to take out the wurms.
You have around 4 minutes after the mobs are killed to do the 3 bosses and their groups, which is quite enough time. Once you have taken one group out you'll have to send a monk back as it spawns another wave. Alternatively you could just leave the 3 bosses alive, clear their groups and just kill all 3 bosses at the same time.
Exactly how fast would the wurms 0wn the ghost?

I've done mission and bonus separately that way before in NM, and managed to down the bosses for the bonus, only for the ghost to be pwned by a wurm a few moments later. Didn't seem efficient to me.... I've managed just once (can't remember which char) to pwn the fort's enemies, followed by the wurms... THEN the bosses... and only just made it in before the time limit.... all without leaving a monk behind. It is usually too tight for me.



Then again, most times I've been through this mission it was for cartography purposes.... toward which end doing other than porting through the wall is just silly.

*Waves his now complete Legendary Cartographer flag*
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Old Oct 03, 2007, 02:00 PM // 14:00   #117
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Divinity Coast.

It's like learning how to monk for a bunch of lvl 10 whammos overextending and frenzy sigging.
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Old Oct 03, 2007, 02:08 PM // 14:08   #118
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Meh. the only mission the even halfway annoyed me was Jennurs. But I don't do things that half-way annoy me.

Sunjiang is easy. got masters in 6 mins something.
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Old Oct 03, 2007, 02:15 PM // 14:15   #119
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Exactly how fast would the wurms 0wn the ghost?
Pretty fast, and you won't have time after all the waves to kill them, you'll have to do them in between the waves. The one at the exit that leads to the generals you don't have to kill, that can't kill the ghost. There's 2 in total you need to kill.
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Old Oct 03, 2007, 02:30 PM // 14:30   #120
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Quote:
Originally Posted by Jetdoc
I just tried this a few minutes ago, and it is 100% incorrect.

If Kormir kills the Sunspear Ghosts, you lose the bonus.

When you get to that segment of the mission, deactivate all of your hero's attack skills just before running in to grab the tomes. After grabbing the first book place it by the alter -- not on it. Run in and retrieve the second tome and then place both books on the alters.

The dmg you take from the ghosts is easily out healed. And you don't run the risk of killing the sunspear ghosts that would void the bonus.
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