Jul 19, 2005, 02:52 AM // 02:52
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#1
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Lion's Arch Merchant
Join Date: May 2005
Location: The Intarweb
Guild: Wrath of Nature [WoN]
Profession: E/Mo
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Fissure of Woe Walk-thru
Since I haven't seen this posted anywhere I thought I shoudl give it a shot.
Fissure of Woe:
Team Build: I will not go into a good deal on what you should make your group build be, as it really isn't importan on what you have, it is what the people in your group can and will do that actually makes a difference. A good, successful group needs a main healer, main protection character, interrupter, two to three people with nukes, and someone to buff and debuff when necessary. This usually means you are looking at 2 monks, 1-3 warriors, 2-3 elementalists, a mesmer or a ranger but preferrably a combination of both, and a blood and hex based necromancer. If you know how to play any of these characters then you already have a pretty good understanding of what skills and attributes you should be using. The key thing down here is damage reduction and damage prevention!
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Specific Builds:
Monks: (1st) Healer (2nd) Protection (3rd) A mix of Both
Elementalists: (1st) Flame Nuke (2nd) Earth Protection (3rd) Flame Nuke again
Rangers: (1st) Poison Interruption | Bringing secondary class support is greatly appreciated [N for regen, Me for additonal Interruption] This role can be flipflopped in class
Warriors:
(1st) Knockdown (2nd) Area Axe (3rd) Conditions Sword
How to read this: From top to bottom is how you should fill out your prospective group. Monks are the greatest priority to have, followed by elementalists, then interruption and support, and finally the meat shields, *cough warriors*. Depending on how you want to build your group, you should look at what you run, what most people run, and how to effectively blend the two together. The (1st) means a highly needed build. (2nd) means a build that will add good support to that (1st) build mentioned. The (3rd) is a build that will help round out a group, adding an overall effectiveness. While this may seem rude to many Rangers, Necromancers, and Mesmers, seeing as I lumped you all together, it isn't; I do not refute their effectiveness, however, most builds do not need a surplus of support casters. If all you have is support and no main contributors, then nothing will get done and you will get nowhere in Fissure of Woe or Underworld. The only exception is an All-Trapper group, except even this group can be torn apart by one mistake.
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Play: Wait for the Shadow Warrior and Shadow Beast patrol group to move away and start by having the Tank(s) aggro the group immediately to your left. Everyone else should stay back in the area where you first spawned into and watch your aggro circles to the right so you do not let the stationary group to the right become aggro'd as well. One tank should remain back with the casters, if possible, so if something gets by the other tank(s), it will not tear through them.
Ward against melee is a nice thing down here so use it whenever possible; Aegis is a God-send, so time it right with your other party members and you can possibly never have it end through a fight.
After finishing this first group, take the 2 man patrol that you waited for to leave. Next, move up, let the Shadow Beast and Shadow Monk patrol leave before you take out the stationary group of the same monsters. Eliminate the stationary group and wait for the patrol to come back so you may kill them as well.
Back out and recharge. Once done, destroy the large group that was near the stationary and patrol group you just took out. There are several Shadow Elementalists, a Shadow Mesmer, 2 Shadow Warriors, and 2 Shadow Beasts. Go for the Mesmer first, then the Elementalists, Beasts, and lastly, the Warriors.
Once done with them, recharge and return to where Rastigan is. Wait for the Shadow Elementalist patrol to leave and target the stationary group consisting of another Shadow Mesmer, 2 Elementalists, 2 Warriors, and 2 Beasts. Use the same targeting scheme as before. Stay out of the Fire Storms.
Move up to your right to the cliff type area and let the group of 2 Warriors and a Monk run up. Attack the Monk first. Upon engagement, 2 Beasts will spawn up.
After this, wait for an additional group of 2 warriors and a Monk to run to the same position. 2 Beasts will spawn up like before.
Proceed to take out the group to the left that is made up of 2 Mesmers, 2 Monks, and 2 Warriors/Beasts and then back up for the recharge. Shadow Rangers and Abyssals wander about more so than they used to, so watch out.
Another patrol group of 2 Warriors, a Monk, and 1-2 spawn-up Beasts will come by the area you just cleared; destroy them.
Recharge, move up, and take out the first group of 2 Rangers and an Abyssal. Once the last mob of this group is killed, Rastigan will move up grom where he was to where this mob was located and is in danger of aggro'ing the mobs higher up! Be careful.
Once close to the Tower of Courage, hug the wall! It is very important to do so because the Rangers have a large attack range and can decimate casters. Warriors need to body block the Abyssals on the wall so casters can easily nuke the Rangers.
Keep doing this until the area around the Tower of Courage gate is clear. There is an additional patrol group of 2 Elementalists and a Mesmer that run by near this entrance, so watch them so you do not double aggro.
Rastigan will perform the ritual to open the gate and the Boss Shadow Beast will spawn up with 2 Abyssals. Warriors body block the Abyssals at the entrance and Elementalists nuke for the easy clear.
This may be a rumor or false, but some say that if a Warrior opens the chest instead of someone else, the drops are better. Myth or truth? No one is sure.
The group can now take the quest and accept the reward for clearing. Have everyone take the "Wailing Lord" quest and recharge. Now is a good time to take a restroom break or grab a soda.
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Leave the Tower of Courage and go the opposite way the arrow on your mini-map tells you. Destroy the patrol group if you didn't before, recharge, then take out the stationary Monk, Warrior, and Beast group. Head left and take down the 2 Elementalist and 1 Mesmer group starting with the latter.
Now, enemies become very diverse. Skeletons are introduced and they fight with the Shadows. Ether Breakers = Mesmers. Icehands = Elementalists. Bonds = Monks. Impalers = Trapping Rangers. Berzerkers = Warriors. Kill priority order is Bonds, Breakers, Icehands, Impalers, Berzerkers.
Take out the stationary group at the bottom of the hill by using this order. Call out hexes so they may be removed. Recharge.
Continue forward and wait for the large skeleton patrol group to leave. Stay on the right and move forward until you are at the point where the path on the mini-map forks, 2 impalers will spawn up. Terminate them and move back for the recharge.
Stay there and wait until that large group you just avoided comes back and dispatch them. Regroup and recharge.
Take the left fork and take down yet another large group of skeletons. R&R.
Go down this path until you can see a large "dent" in the left side of the wall; casters need to get into this nich and hug the wall to avoid being fried by the lightning using Spirit Shepherds. These guys come in packs of 3 and should be taken out first.
Warriors need to be buffed always when taking these out and need to keep them from tearing through the casters, so body block along the wall.
When these go down, there is a line of 6 Ranger worms that spawn up across this path. Kill them from right to left or left to right as one way may be better than the other due to spawn differences per instance. Use only ranged basic attacks as they will use chocking gas to interrupt your spells.
Recharge and take out the 2 Spirit Woods remaining and then use regular attacks on the Summoned Spirits the Spirit Woods made.
Wait for the patrol of 1 Spirit Wood and 2 Spirit Shepherds or the patrol of 3 Spirit Shepherds come around through the center path. Hug the wall to eliminate massive damage. R&R between each of these.
After both patrols are gone, move up until another fork in the road is encountered; one path leading left and one leading straight. When approaching this, Cave Spiders will start to spawn. Draw one out at a time with a bow or ranged weapon and lead them back, kill them and repeat until you have killed 3 of them.
Hug the wall and take the left path to avoid the unneeded aggro of the 2 Spirit Woods on top of the hill.
1 Spirit Shepherd is by itself over here, so quickly eliminate it as a Patrol of 3 will casually come over while doing its rounds; if you do not take him out quickly, the added presence of 3 more will significantly hamper your team's abilities.
Once these 2 groups are countered, continue hugging the left wall until you have a "Fissure" to your left and are standing under some trees. There is a group of 3 Ranger Worms to your right, near the far tree on the slope that leads to those 2 Spirit Woods you just avoided.
Once these Worms are delt with, clear the mesa with the 2 Spirit Woods earlier avoided and double back to the cliff edge; recharge.
Have someone with a Longbow or other ranged weapon draw the closest Mob on your side of the bridge. Pull back to the closest tree to the cliff and dispatch this enemy. Recharge and repeat until it is clear. There are 2 Bonds, 3-4 Berzerkers, and 2 Impalers before the bridge.
Once all of these are gone, have the puller move slowly and surely onto the bridge. If he moves too far, it will auto aggro EVERYTHING on the other side!
Pull the Banshees only and avoid using an AoEs on them until they are on your side of the bridge. (Sometimes the Banshees patrol on the far side, sometimes they are stationary to your right of the Wailing Lord; pull as you see fit.) Slaughter the them.
With the Banshees gone, have the puller (preferrably with a Longbow in hand) aggro One skeleton group from your side of the cliff, do not even attempt to get within range on the bridge because you will just end up aggro'ing both groups.
Once one skeleton group is down, you can cross the bridge and take the other one out. When you cross the bridge, 2 Shadow Beasts will spawn up behind the 2 houses that are behind the Wailing Lord; kill them as well.
Collect the rewards from the fallen enemies and open the chest.
This is another perfect time for a restroom break.
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Note: The "A Gift of Griffins" quest has changed so that now, Skeleton groups will spawn up in the relative locations of the patrols that used to be there. If you did not kill them before, there will be 2 times as many and will tear through the lightly armored griffins!
I do not know if taking the "A Gift of Griffins" quest spawns these new skeleton stationary groups or by merely Completing the "Wailing Lord" quest. If you find a patient group, ask them to not take the new quest, "A Gift of Griffins", until you have had the chance to double back to see if the skeletons are there or not.
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Once the "A Gift of Griffins" quest has been taken, the first skeleton group has 2 Bonds, 2 Impalers, and 3-4 Berzerkers. They spawn up at the fork in the road in which you went left and had to deal with the Lightning Spiking Spirit Shepherd Patrols.
Deal with the Bonds first, then Impalers, and then the Berzerkers. You can use healing enchantments and protection echantments on Griffins throughout this fight.
Wait until the Griffins heal, recharge and go back down the path in which you entered.
The next group has 3 enemies in it, but 2 impalers spawn up when you aggro this group. They are stationary a little bit inside where you first turned left off of the main Fissure/Path.
I am not sure whether it is 2 Bonds or 2 Breakers, but deal with them accordingly. From now on, if you are dealing with Breakers while escorting the Griffins, do not, and I repeat, do not use enchantments on the Griffins! The Breakers will debuff them and hurt the Griffins very much! This can easily kill the Griffins you are trying to protect instead of keeping them alive. Only use Healing Spells like Heal Other, Orison of Healing, or Heal Area on them. Sporadically use a dehex on them as well.
R&R. (Regenerate health and Recharge energy.)
Turn right and you will be back onto the main path, heading back to the Tower of Courage. There is an additional group of stationary skeletons waiting for you. Use the same techniques to dispatch them. R&R.
Move up to the hill and the shadows will be back at the top. Dispatch accordingly.
Move closer to the Tower and another group of shadows will be there. It may be skippable but in your party's best interest, you should terminate them.
One more shadow group may be between you and your goal, so be careful. Talk to Rastigan and claim your reward.
Bathroom Break if no one needed to go on the previous one.
Alright, now leave the Tower the same way you went to go to do the "Wailing Lord" quest. Instead of turning left, continue straight. Stay to the Left.
There should be a raised area to your left, a group on top of it, and one possible patrol'ing group to your front and right. Take care of the patrol'ing group first. This is a skeleton group.
Do not proceed to attack the group on the raised area until an additonal patrol from West/North comes in and moves out!
Recharge and pull the group on top of the raised area; this group is made up of all Shadow Rangers. When you do so, 2 Impalers will spawn up closest to you and you should range them.
Once this all ranger group has been destroyed, the Eternal Weaponsmith and Kromril will both spawn up near the wall on the left.
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Close to the Forge now. I am tired of writing at the moment. I may continue this later, but I will finish this walk-thru when I get around to it, . To be continued . . .
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I posted this originally on my guild's site but I might as well post it here too. I hope this gets me some street cred, heh. Thanks to the guild SOJ and the team leader Dj Prophet for showing me those Wall strats.
In-game name is Devious Vixen, so team up with me if you want to go far
Last edited by Spartan2; Jul 19, 2005 at 04:07 AM // 04:07..
Reason: To include left out [ Tags ]
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Jul 19, 2005, 03:29 AM // 03:29
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#2
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Pre-Searing Cadet
Join Date: Jul 2005
Location: Los Angeles
Guild: None
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heh. I'm not sure if many people will appreciate it but I sure do.
I just finished the game about a week ago and I remember how hard it was getting a party (in my experience) where experience in FoW/UW was necessary.
Thankfully I got into some good pugs and they happened to be very helpful and insightful on tips for FoW/UW.
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Jul 19, 2005, 04:03 AM // 04:03
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#3
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Lion's Arch Merchant
Join Date: May 2005
Location: The Intarweb
Guild: Wrath of Nature [WoN]
Profession: E/Mo
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This guide is for people who either don't have a clue about what they are doing down there or those that have a good understanding but just can't get very far. This helps anyone who hasn't been either to get a good idea of the scale of the place too.
Thanks for the appreciation!
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Jul 19, 2005, 04:25 AM // 04:25
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#4
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Frost Gate Guardian
Join Date: Jun 2005
Profession: Mo/
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wow this looks great! i only tried fow once im more uw. i will give it a try
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Jul 19, 2005, 04:32 AM // 04:32
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#5
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Krytan Explorer
Join Date: Jun 2005
Location: Hell's Precipice
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Excellent, I never really knew what I was doing in Fissure.
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Aug 09, 2005, 07:52 AM // 07:52
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#7
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Jungle Guide
Join Date: Jun 2005
Location: CA
Guild: in it for the trimmmm
Profession: R/
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Another really nice thing someone showed me for the griffons quest is: have your entire group move way out of the wailing lords range, and then have someone you group could maintain without lead the griffons back to the wailing lord [do not move at all or they will not follow that person]
once the griffons are out of your range, walk along and clear the path to the tower of courage .
edit: and then, of course, have the person babysitting the griffons walk back to you all. yay, easy and no risky business.
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Aug 09, 2005, 10:37 PM // 22:37
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#9
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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I agree, don't discount enchants when you can just stack them. On my healer, I use Peace and Harmony and Divine Boon. P&H goes on first, because Divine Boon is easily spammable. If it gets removed, I don't really care. Reversal of Fortune also works as a nice decoy. Lasts 8 seconds, long enough to get stripped.
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Aug 10, 2005, 05:46 PM // 17:46
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#10
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Jungle Guide
Join Date: Jun 2005
Guild: Fellowship of Champions
Profession: R/E
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Quote:
Originally Posted by Spartan2
Since I haven't seen this posted anywhere I thought I shoudl give it a shot.
Fissure of Woe:
Team Build: I will not go into a good deal on what you should make your group build be, as it really isn't importan on what you have, it is what the people in your group can and will do that actually makes a difference. A good, successful group needs a main healer, main protection character, interrupter, two to three people with nukes, and someone to buff and debuff when necessary. This usually means you are looking at 2 monks, 1-3 warriors, 2-3 elementalists, a mesmer or a ranger but preferrably a combination of both, and a blood and hex based necromancer. If you know how to play any of these characters then you already have a pretty good understanding of what skills and attributes you should be using. The key thing down here is damage reduction and damage prevention!
_______________________________________________
Specific Builds:
Monks: (1st) Healer (2nd) Protection (3rd) A mix of Both
Elementalists: (1st) Flame Nuke (2nd) Earth Protection (3rd) Flame Nuke again
Rangers: (1st) Poison Interruption | Bringing secondary class support is greatly appreciated [N for regen, Me for additonal Interruption] This role can be flipflopped in class
Warriors:
(1st) Knockdown (2nd) Area Axe (3rd) Conditions Sword
How to read this: From top to bottom is how you should fill out your prospective group. Monks are the greatest priority to have, followed by elementalists, then interruption and support, and finally the meat shields, *cough warriors*. Depending on how you want to build your group, you should look at what you run, what most people run, and how to effectively blend the two together. The (1st) means a highly needed build. (2nd) means a build that will add good support to that (1st) build mentioned. The (3rd) is a build that will help round out a group, adding an overall effectiveness. While this may seem rude to many Rangers, Necromancers, and Mesmers, seeing as I lumped you all together, it isn't; I do not refute their effectiveness, however, most builds do not need a surplus of support casters. If all you have is support and no main contributors, then nothing will get done and you will get nowhere in Fissure of Woe or Underworld. The only exception is an All-Trapper group, except even this group can be torn apart by one mistake.
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I want to say thanks for the walk though. I am sure you are helping someone out there and your effort is appriciated. However the builds you have stated are completely unnecessary to complete the FoW. I am a ranger with over 1 million XP alot of it gotten from the FoW. I have cleared it out with many different group builds and variations as my guild is just me and PUGS are all I have as far a exploration companionship in the FoW or UW. The misinformation that you are posting here is why I see rangers who own these realms and missions standing around for 90 minutes waitting to get into a group while some n00b is following your ridiculous templete as if it is law. The only thing that is completely essential down there is 1 warrior and 2 monks If you havent figured that out yet, then perhaps you are not as experienced as you proclaim.
Last edited by Shadowspawn X; Aug 10, 2005 at 05:49 PM // 17:49..
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Aug 12, 2005, 04:11 AM // 04:11
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#11
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Ascalonian Squire
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2 small tips:
-Get the Griffin quest, but dont walk to the griffions, just walk back the way you came and clear the way first, then 1 can go get the griffs.
-I couldnt find anything about calling at first glance, but I usualy call myself(mo) or let a caster call. Why not a warrior? Because I always ask for the warriors to engage any incoming Melee'ers =)
The rest is really good ^^
btw: the small group of 1 monk and 2 warriors up a hill just to the right of the start proves a great test to check warriors. Do they run up the hill to the monk and neglect the warriors rushing down..or do they engage and stop the incoming warriors and leave the damage dealing to the rest?
Last edited by Khem; Aug 12, 2005 at 04:16 AM // 04:16..
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Aug 12, 2005, 05:26 AM // 05:26
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#12
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Frost Gate Guardian
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I did a fow run this week with the following: 1 monk, 1 necro (healer), 1 ele, 1 W, the rest R. Unbalanced you say? The group finished the first quest (tower) easily, and reached the next group of npc quest givers (forge) before ppl started leaving. The 4 rangers in that group were well organized, had some nice spirits, kept healing spring in play consistently. I would have loved to see how far the group can go. ah well. :/
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Aug 12, 2005, 07:36 AM // 07:36
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#13
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Frost Gate Guardian
Join Date: Jul 2005
Guild: Death Comes Swiftly
Profession: Me/E
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shadowspawn dont flame man. he wrote this a month ago. new classes and builds etc... change every weeks i e spikers, damage monks, spirit spammers just to name a few. he is sharing what HE knows not what is PERFECT. i disagree w/ some things in there but hey its just info. read it and move along, use it if u like it.
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Aug 12, 2005, 08:02 PM // 20:02
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#14
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Jungle Guide
Join Date: Jun 2005
Guild: Fellowship of Champions
Profession: R/E
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Quote:
Originally Posted by Dame&Beast
shadowspawn dont flame man. he wrote this a month ago. new classes and builds etc... change every weeks i e spikers, damage monks, spirit spammers just to name a few. he is sharing what HE knows not what is PERFECT. i disagree w/ some things in there but hey its just info. read it and move along, use it if u like it.
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These posts of cookie cutter builds are making this game hell for half the people playing or trying to play this game and and have a good time. How would you like to spend 50 bucks for a game invest hundreds hours playing and developing a charactor come to a point where you are forced to group with other people or quit playing because there is no other option. Then have all the other players refuse to play with you for no legitimate reason? Because they have been told/taught not to play with you because of class?
I'm not flaming the person. Just disagreeing with the idealology.
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Sep 14, 2005, 02:49 AM // 02:49
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#15
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Frost Gate Guardian
Join Date: May 2005
Location: Cold Plains of the Midland States
Guild: The Lost Number (TLN)
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Quote:
Originally Posted by Khem
2 small tips:
-Get the Griffin quest, but dont walk to the griffions, just walk back the way you came and clear the way first, then 1 can go get the griffs.
-I couldnt find anything about calling at first glance, but I usualy call myself(mo) or let a caster call. Why not a warrior? Because I always ask for the warriors to engage any incoming Melee'ers =)
The rest is really good ^^
btw: the small group of 1 monk and 2 warriors up a hill just to the right of the start proves a great test to check warriors. Do they run up the hill to the monk and neglect the warriors rushing down..or do they engage and stop the incoming warriors and leave the damage dealing to the rest?
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HAHA I block the two warriors against the hill while the rest of the party kills the monk.. good question.
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Sep 14, 2005, 08:00 AM // 08:00
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#16
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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I disagree with the opening actions to complete the tower quest.
Group on the right first, believe it or not. Once cleared, grab the monk and two warrior group on the ledge.
This is where the common mistake comes in, don't run up to make that group of two more warriors and a monk come down. The reason being this creates two additional patrols that you will have to worry about later, and for an unsuspecting group it oftens leads to downfall. One patrol is 2 shadow beasts and a monk that will run around the tower every so often. The other a group of two elementalist and a mesmer that will sneak up on you at the entrance to the tower.
Anyway, after that group grab the 2 monk, mesmer and warrior group that will appear either on the ledge or slightly back. Then, go back around to the group on the left. You don't want to continue forward on the abyssal because once that group of 2 rangers and abyssal dies Rastigan is triggered to come up.
Proceed to kill the group there of two warriors, a monk, and a beast. Then get the patrol of beast and warrior. Go up to the sometimes lone beast and monk, followed shortly by another beast and monk behind them. Get the group of warrior, mesmer, 2 elementalist with a shadow beast that pops up and continue to pull groups of 2 rangers and an abyssal. Work your way around there to the front of the tower, back to where the trigger group is for Rastigan.
There will be a patrol that comes from the valley consisting of 2 warriors and a monk. Don't worry, Rastigan will not aggro them when he comes up. Also note that after you kill that trigger group, someone has to get Rasitgan on their radar in order to make him move.
Too many a pug I've been in insist on triggering Rastigan early, and too many times you end up wasting your gold.
I would also bring a smiter for sure, Balthazar's Aura and Judge's Insight work wonders on the skeleton groups. Your warriors should bring Dolyak Signet or Balanced Stance for abyssals and hydras when you get that far. Mesmers should not be overlooked, Empathy + Sigent of Midnight + Price of Failure (or is that the necro one?) destroys the warrior enemies. The same goes for a good hydromancer, Maelstrom works wonders on casters and Water Trident when your monks are being chased.
Although to date my best group was 4 sword warriors and 4 monks (2 healing, 1 protect, 1 smiting).
Last edited by Racthoh; Sep 14, 2005 at 08:03 AM // 08:03..
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Sep 14, 2005, 09:06 AM // 09:06
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#17
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Desert Nomad
Join Date: Aug 2005
Guild: DVDF(Forums)
Profession: Me/N
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I agree Maelstrom works wonders on the mobs of casters, have an ele or brave mesmer(ulp ) run in cast maelstrom and hold position so that they dont escape. As soon as Maelstrom has been released, nukers go in taking out the entire mob that has'nt been able to cast anything. Some people swear by Meteor storm as an interupt but it's too unreliable IMHo. You dont need to lose any fire points as all you want it for is interupts.
For the hand/bonds/breakers etc Have both warriors(with max protection enchants on) go in and stop at the 1st enemy they come to. While the main group is out of aggro range wait until the entire mob is around them. Then nukers/casters dash in and take out the entire group with ease.
The nightmare scenario for those mobs is if your front line splinters(e.g warriors run away) and the bezerkers get to the caster groups.
Probably the best overall tip I can give for a walkthru of the Fissure is for the group to prepare and dovetail skills at the start. If your monks cant protect and the warriors rush in expecting to be protected then it'll go wrong, very quickly.
Although i'm biased a mesmer really makes a difference in the Fissure(and UW) shatter hex, Cry of Frustation etc etc all make it a lot easier to deal with Hydras etc in the forest.
One thing i have notice of late, is that just after you have taken out the Shadow monk and 2 Warriors on the right hand ledge, a second patol of a Shadow Monk, 2Xwarriors now split off and head towards you. It's a good idea to take them out before moving onto the large caster group in the gully in front of you. It never happened to me pre-SF update so it may be new.
The easy way to do the griffon quest is thus.
After you've cleared your way to the Lord. Do not speak to him at all and ask someone to stay behind(e.g) elementist/mesmer.
The rest of the group fights their way back to the tower of courage and then asks the one left behind to take the quests
The main group then fight their way back to the one left behind, takes the quest and the griffons can be simply walked fuss free back to the tower as all the spawns have been killed along the way.
Last edited by Shanaeri Rynale; Sep 14, 2005 at 09:13 AM // 09:13..
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