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Old Apr 11, 2006, 07:21 PM // 19:21   #1
Forge Runner
 
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Default Dunes Bonus - Bane of Pefection

I have all six classes through the game and have all the bonuses done on each one....except dunes. For some reason this bonus is the bane of my achieving complete map fill in. I know about the tricks -- Transversal/Consume, Tanking the Boss, etc. But for some reason, every time I try to get this going with a PUG either the ghost dies or time runs out prior to killing the last boss.

It bugs me to no end that this is such an easy mission, but can't get the bonus done.

Any suggestions or volunteers to work up a group to try and get it done? I would like to get it done on all my characters eventually, so I am not adverse to doing it a couple of times in a row and switching roles.
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Old Apr 11, 2006, 07:29 PM // 19:29   #2
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I'll help, My Warrior need that mission lol

<--Ign: Red Rooster x

I'll be on tonight PST
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Old Apr 11, 2006, 07:43 PM // 19:43   #3
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lol? ive even managed to do it with henchies :/
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Old Apr 11, 2006, 07:44 PM // 19:44   #4
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I'll help out with whatever character you need, I also ave one of each through the game, unfortunately though, I may not be on tonight.

IGN - Peter Windwalker (1st account) / Steve Windwalker (2nd account)
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Old Apr 11, 2006, 07:46 PM // 19:46   #5
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Quote:
Originally Posted by Aera
lol? ive even managed to do it with henchies :/
So instead of a condescending "lol", how about you give the strategy you used to do it with henchies?

How to you keep the ghost alive while you and all your henchies run off to kill the bosses without running out of time?
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Old Apr 11, 2006, 07:46 PM // 19:46   #6
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You completed the THK Bonus and you can't figure out how you can get through the Dunes Bonus? Guess you've got some good friends that got you through that Bonus!
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Old Apr 11, 2006, 07:52 PM // 19:52   #7
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Like I said, for some reason this one eludes me. THK bonus is easy. Camp the king, and if you want an easier time, hold the torch.

Timing, the split nature of keeping the ghost alive and being out away killing ghosts all the while dwindling by time has caused many PUGS I have been in fail this bonus.

IIRC, Shiverpeaks missions have an 8 man party, where as desert only has 6? So getting a pug with two monks is hard enough. Most of the PUG strategies on achieving bonus consist of a warrior and monk staying back to protect the ghost, while the other 4 go off to kill the bosses. Depending on PUG makeup this can be less than ideal.

If you are going to be condescending, please go post someplace else. Post for helpful strategies or wanting to join up.
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Old Apr 11, 2006, 08:37 PM // 20:37   #8
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Just so you don't make the same mistake I did when trying it, you have to kill the three bosses and the two forgottens that are with each one.

I did it with the henchmen, can't remember which ones, I wasn't using Lina or Dunham though I remember that much. My build was:

Riposte
Flurry
Hundred Blades
Watch Yourself
Galrath Slash
Final Thrust
Healing Signet
Plague Touch

16 sword
11 strength
9 tactics

It was a while ago, but the best thing I could say would be to always kill the scarabs first when they pop out of the ground and Plague Touch blind back onto the forgotten so they won't Concussion Shot Alesia.
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Old Apr 12, 2006, 05:06 AM // 05:06   #9
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---<Cutscene>---

Go and get the Slow Totem. Not needed, but can help.

Tell Ghost to stay put, kill the Enchanted Bows on each side of the bridge.
Have the ghost drop the bridge.
Put the Slow Totem in the choke point. Dismantle the charging enchanted's.
Tell the Ghost to stay put, go kill the enemy Ghost, then take the Slow Totem to the West gate.

Snake Ele's come from the East, then West, then South, then East again.
Then Enchanted Bows come to the South and West gates. Kill them all.

Head out the South gate and kill the Boss(boss last) and his buddies. Note to take out any bugs that pop up first. Quickly run back to the West gate as soon as the boss dies, as another bunch of baddies including another Boss will show up.

After they're dead head back out the South gate to kill the other bosses, you should have well in excess of 4 minutes to kill the remaining 2 bosses. Once you're down to the LAST boss, and all his minions are dead already, it can be a good idea to have a 1 or 2 hardened(read: Good Warriors) party members run back to protect the Ghost from the final onslaught of Enchanteds as the timer ticks down.

Of course everyone should bring Rez Sig(save for maybe the monks) and I've found its a good idea for Warriors to go W/N and bring Plague touch for all the Blind the Bows throw around. Sheilds Up! & Watch Yourself! are also very valuable.

If you get a MM in your group, tell em to take a hike or switch to Blood for Spike/Wells or Curses for SS. There aren't enough bodies to make a MM very useful IMO.
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Old Apr 12, 2006, 04:16 PM // 16:16   #10
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As a monk I can keep the ghost alive indefinitely while staying out of the aggro of the attackers so the other 5 players can go off and kill the bosses for the bonus. I've done this many times already, each time keeping the ghost up for the entire 10 minutes. Unfortunately the "away team" hasn't always been successful!

Just use Life Barrier, Mending, Watchful Spirit, etc and stay by the stairs near the bridge and slip down for a heal as needed.
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Old Apr 12, 2006, 04:23 PM // 16:23   #11
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Quote:
Originally Posted by DeanBB
As a monk I can keep the ghost alive indefinitely while staying out of the aggro of the attackers so the other 5 players can go off and kill the bosses for the bonus. I've done this many times already, each time keeping the ghost up for the entire 10 minutes. Unfortunately the "away team" hasn't always been successful!

Just use Life Barrier, Mending, Watchful Spirit, etc and stay by the stairs near the bridge and slip down for a heal as needed.
That's exactly how i did the bonus
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Old Apr 12, 2006, 04:48 PM // 16:48   #12
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Quote:
Originally Posted by DeanBB
As a monk I can keep the ghost alive indefinitely while staying out of the aggro of the attackers so the other 5 players can go off and kill the bosses for the bonus. I've done this many times already, each time keeping the ghost up for the entire 10 minutes. Unfortunately the "away team" hasn't always been successful!

Just use Life Barrier, Mending, Watchful Spirit, etc and stay by the stairs near the bridge and slip down for a heal as needed.
I've always felt my method of doing it was the way it was 'meant' to be done, with no little tricks or exploits involved. Good ole fashioned monster ass-whooping and team work. It's very systematic...move here - kill, move here - kill, move here - kill. As long as you don't have noobs running to grab that Yellow Dye that dropped you'll be successful.

I think its easier overall too, because you don't lose a party member to sit there and camp the Ghost.
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Old Apr 12, 2006, 05:13 PM // 17:13   #13
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The first time I did it, I ended up in an awesome PuG (yes, they do exist; after 8 hours of failed attempts with PuGs). We had two monks, one with pure heal, other prot/smite (before the change to mend ailment), and had four good damage dealers. The biggest thing really was that we removed conditions (esp blind and dazed) immediately upon application (my job as prot/smite). Just as Nater described.

Second time was a total fluke. We were helping a guildie (necro, MM with Verata's capped south of ToA) and a friend of mine (level 15 Ele) through the mission, didn't care about the bonus. Somehow blasted through the bonus with about a minute left after the bosses were done (healer had to run back to save the ghost at the end of the battle with the bosses).

I was the tank, had Shield of Judgement and grabbed the slow totem and never dropped it. I rounded up all the aggro, used SoJ for my damage, had a Mesmer, a Me/E fast-cast nuker, healer, and the other two mentioned who needed the regular mission. Similar strategy to that described by Nater or guildwiki, but never putting down the totem, using it to hold aggro instead. This allowed for better nuking and for the damage from my SoJ to be basically guaranteed, as well as less stress on our healer (who as I mentioned left before we finished the last general). The other nice piece about the slow totem is it meant that the blind the bows used wasn't an issue, I wasn't fighting, so blinding me didn't hurt.
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Old Apr 13, 2006, 05:18 AM // 05:18   #14
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I read in another thread that if you don't kill the first boss that comes in (west gate), no more creatures will rush in. I haven't personally tested this, but I just might.
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Old Apr 13, 2006, 05:44 AM // 05:44   #15
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Quote:
Originally Posted by Asrial
I read in another thread that if you don't kill the first boss that comes in (west gate), no more creatures will rush in. I haven't personally tested this, but I just might.
More baddies make their way towards the Ghost after each boss death.

I don't know for sure if that counts for the boss that shows up at the West gate...in fact it almost can't happen, or else the way I've done the bonus countless times wouldn't work. That's why when you run out the South gate and kill the first boss real quick, you have to run back to the West gate to take care of the incoming. It also happens to time perfectly with the arrival of the West gate boss that is going to come anyways.

This is also why it's a good idea, after killing the last two bosses (if there's any significant amount of time left) to run back to the Ghost to take some of the heat off of him.
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Old Apr 13, 2006, 03:01 PM // 15:01   #16
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You can still use Necrotic Traversal + Vampiric weapons trick to get the bonus with the most easiest way.

One scarab pop ups (not always but every 2nd run) behind the south gate and you can nuke it and after that Mo/N or N/Mo whatever you like, can use traversal to that scarab. After that everyone in party puts vampiric weapons and die as close to the scarab body as possible so that Mo/N N/Mo can use rebirth and carry everybody over.

Of course this way you can't finish the mission. The scarab doesnt spawn there always but at least I've done it like that. Easy to kill generals without timer aye
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Old Apr 13, 2006, 07:05 PM // 19:05   #17
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Ah! The vampiric weapon was the piece I was missing for that trick!

Even if you can't get a jade to show up, you can usually use a long bow to pull the boss and kill him from a distance. This doesn't work if it is the monk boss though.

Hmm, obviously can't do it with henchies, or at least not do it and expect them to come to the bonus bosses. Will give it a try tonight!
Thanks!
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Old Apr 13, 2006, 07:13 PM // 19:13   #18
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Quote:
Originally Posted by Maxiemonster
You completed the THK Bonus and you can't figure out how you can get through the Dunes Bonus? Guess you've got some good friends that got you through that Bonus!
WTH are you talking about? THK bonus is easy, all it means is slightly more enemies. Dunes bonus requires you to kill three groups of enemies in just a few minutes, while keeping the hero alive in a fourth place.
To the person who said he'd done the Dunes bonus with henches: I too would like to know how you did that.

Last edited by Numa Pompilius; Apr 13, 2006 at 07:16 PM // 19:16..
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Old Apr 13, 2006, 09:17 PM // 21:17   #19
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Quote:
Originally Posted by Cherno
So instead of a condescending "lol", how about you give the strategy you used to do it with henchies?

How to you keep the ghost alive while you and all your henchies run off to kill the bosses without running out of time?
You can probably do it with henchies the same way you do it with ppl in the outline in my post.
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Old Apr 13, 2006, 10:06 PM // 22:06   #20
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ive done this bonus by using the totem for aggro...
stance tank with sprint and one monk. the rest could be damage dealers.
after the cutscene, get totem if you dont have it already.
stance tank never drops the totem. so, kill the bad ghost and timer starts.
tank goes and gets aggro to the first group on the left, then aggro the group to the right, then south, then back to the right with the boss.
after the boss, go south and kill the 2 bosses, then back to the ghost. you should have 2 minutes left. the monk used healing seed and whatever.
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