Mar 28, 2006, 05:25 PM // 17:25
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#1
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Academy Page
Join Date: Jul 2005
Location: Cornville,Arizona USA
Guild: Urban Storm Troopers [USTG] (Leader)
Profession: W/Mo
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THK Help Plz
Ok heres my situation:
I have been on THK for like 2 months and have 2 lvl 20s stuck on it . Any way I have serched for a good thread to find something good but I always come to the same thing-Group builds. I am looking for not a group build but an individual one for a W/Mo. The reason I want this build is to enhance the overall preformance of my group at the time and I mostly join groups instead of forming them. I know that stances should be good here but I prefer mostly sword attacks and then Victory Is Mine. I always get to the final mursatt monk and then we always collapse because my group mostly never focuses on the monk. Another thing I have wondered is if Riposte and Deadly Riposte are worth bringing due to the high concentration of Mesmers and Eles And Overall Spell casters who dont use Melee. I am on my 10th attempt on this mish and we always get into the fort but just cant hold it. Plz give some constructive feedback I would really apprciate it.
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Mar 28, 2006, 05:36 PM // 17:36
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#2
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Krytan Explorer
Join Date: Sep 2005
Location: Southern CALI
Guild: Eraserheads
Profession: N/Me
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I did THK with my Lvl 17 W/R a long time ago....and ONLY with Henchmens. My advice would be to bring some interrupts. Interrupt everything that you can. For ex: Giant Stomp, Life Bonds and any other spells that you think would hurt your party. Bringing henchmens are good too because they will attack what you attack. Now it's really up to you to pick the best target to get rid of first. When you encounter the Mursaat Monk Boss again, try to kill the lesser lvl enemies first, you dont have to kill all of them and kill the Monk Boss last. MAKE SURE your skills in using interrupts are on the highest level here because that will help you a lot. Bring Res and Res Sig if you can.
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Mar 28, 2006, 05:38 PM // 17:38
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#3
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Wilds Pathfinder
Join Date: Jan 2006
Guild: Los Chavos Del [ocho]
Profession: W/
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get a stance tank make him carry the torch, hell get all the aggro... heal him..
mission over
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Mar 28, 2006, 05:38 PM // 17:38
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#4
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Desert Nomad
Join Date: Aug 2005
Guild: Scars Meadows [SMS], Retired Officer
Profession: W/
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the reason why most (if not all) thk guides involve group builds is because the individual build isn't as important. the team build doesn't even matter so much as what is important in a mission like thk is the strategy you use. you can make almost any build work as long as the team members know what to do. and yes, there are people who can do thk with hench.
the fact that you have read the thk guides shows good effort on your part.
my only suggestion for you is keep trying, but don't join groups blindly. when you get into a group, ask about the strategy at the fort before you even start the mission. if they refuse to talk about it, leave the group. good communication is key, and it is important that all members know the roles they will play. choose your groups wisely. a little preparation before starting the mission can save you repeated failures.
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Mar 28, 2006, 06:37 PM // 18:37
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#5
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Frost Gate Guardian
Join Date: May 2005
Location: LA, CA
Profession: R/W
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Quote:
Originally Posted by Thorath Of Krosa
Ok heres my situation:
I have been on THK for like 2 months and have 2 lvl 20s stuck on it . Any way I have serched for a good thread to find something good but I always come to the same thing-Group builds. I am looking for not a group build but an individual one for a W/Mo. The reason I want this build is to enhance the overall preformance of my group at the time and I mostly join groups instead of forming them. I know that stances should be good here but I prefer mostly sword attacks and then Victory Is Mine. I always get to the final mursatt monk and then we always collapse because my group mostly never focuses on the monk. Another thing I have wondered is if Riposte and Deadly Riposte are worth bringing due to the high concentration of Mesmers and Eles And Overall Spell casters who dont use Melee. I am on my 10th attempt on this mish and we always get into the fort but just cant hold it. Plz give some constructive feedback I would really apprciate it.
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I can't believe somebody who played since July 2005 will have questions at THK...... did you infuse your armor?
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Mar 28, 2006, 10:47 PM // 22:47
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#6
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Jungle Guide
Join Date: Nov 2005
Location: here
Guild: Almost a Guild
Profession: W/N
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Stance tanks don't work very well (wild blow) Just have the tank get all aggro.
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Mar 29, 2006, 12:28 AM // 00:28
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#7
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Academy Page
Join Date: Jul 2005
Location: Cornville,Arizona USA
Guild: Urban Storm Troopers [USTG] (Leader)
Profession: W/Mo
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Quote:
Originally Posted by lzlz
I can't believe somebody who played since July 2005 will have questions at THK...... did you infuse your armor?
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Wow you got close to when i started but i began playing in june 2005 and yeah this is my first mmorpg ever so i do have alot of questions and yes i do have infused armor.
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Mar 29, 2006, 12:32 PM // 12:32
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#8
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Lion's Arch Merchant
Join Date: Jun 2005
Profession: Mo/Me
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He is pugging it odds are. Any guild group should have no trouble here, but drop the guildies and this mission is hard as hell, when people try there little tricks that end up failing big time.
Interrupts are good, since you are sword savage strike or whatever and disrupting blow are both useful. The riptose skills are not as useful here, so I would maybe advise dropping then if you have both. Focus on taking aggro and interrupting with sword attacks, while trying for as much base damage as you can to help take down bosses.
Also down the line you may want to look into the other roles a warrior can do and how to effectively play then, as only being good at one role of a character, limits you severely.
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Mar 29, 2006, 03:10 PM // 15:10
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#9
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Banned
Join Date: Feb 2006
Location: American Servers
Guild: Sin Squad [SIN]
Profession: W/
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THK is hard w/ a PUG, but easy w/ friends if you guys know what you are doing. And make sure everyone is infused in the party or monk may have to do some unnecessary healing. Just becasue you are infused doesn't mean others are. They should make Infusion a Req. just for THK...You get it in Molandune and you don't need it for Hell...
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Mar 29, 2006, 04:13 PM // 16:13
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#10
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Ascalonian Squire
Join Date: Aug 2005
Location: Iowa
Guild: Jerks of Lion's Arch
Profession: W/E
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W/ whatever
1. "To the Limit!"
2. Final Thrust
3. Galrath Slash
4. Savage Slash
5. Healing Signet
6. "Watch Yourself!"
7. Dolyak Signet
8. Res Sig
Swordsmanship: 11 (10+1)
Strength: 15 (11+3+1)
Tactics: 11 (10+1)
I've got no elites in here or stances, so feel free to do whatever you like with it. I recommend keeping skills 5-8 and skill #1. Choose the sword attacks you want, and/or replace "To the Limit" with any other way to quickly get adrenaline (attack buffs, multi-hit attacks, etc.)
Regarding the mission itself, the most critical point is to have two people, one on either side, man the catapults. It makes the mission very easy. I've done it with 5 people before due to drops before the fort, and still completed. All it takes is competency from the group.
If you need a hand, let me know in game.
Last edited by djfatben; Mar 29, 2006 at 04:16 PM // 16:16..
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Mar 29, 2006, 09:09 PM // 21:09
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#11
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Ascalonian Squire
Join Date: Jan 2006
Location: Just entered Hyperspace
Guild: HOTS
Profession: W/
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After the Cutscene just grab a torch, and sit on top of the stairs
As soon as mursaat start rushing in, move your aggro bauble to intercept them - they will ALWAYS target you in this way.
Just Heal/Prot spam stances on yoursef and give the targets to the henchies.
Done it with my wammo in a only-henchies party...skills were something like:
-Defensive Stance
-Shield of regen
-Shielding Hands
-Dolyak
-Watch yoursef!
-Rebirth
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Mar 29, 2006, 09:40 PM // 21:40
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#12
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by striderkaaru
the reason why most (if not all) thk guides involve group builds is because the individual build isn't as important. the team build doesn't even matter so much as what is important in a mission like thk is the strategy you use. you can make almost any build work as long as the team members know what to do. and yes, there are people who can do thk with hench.
the fact that you have read the thk guides shows good effort on your part.
my only suggestion for you is keep trying, but don't join groups blindly. when you get into a group, ask about the strategy at the fort before you even start the mission. if they refuse to talk about it, leave the group. good communication is key, and it is important that all members know the roles they will play. choose your groups wisely. a little preparation before starting the mission can save you repeated failures.
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/qft
Spending 30 minutes to an hour in group formation and strategy discussion saves you a lot of time. Make sure everyone has the full hour necessary to dedicate to this mission so that you do not have anyone leave on you mid-mission.
Take it one step further and only join a group that is using teamspeak or vent (make sure you have the client as well) for communication if you want to give yourself the best possible odds for success. It helps if there is one clear tactical leader that everyone listens to and follows. Also, the group should not have too many other frustrated players (due to multiple failures of this mission), because several frustrated players causes a lot of tension.
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