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Old Jun 02, 2005, 02:15 PM // 14:15   #1
Ascalonian Squire
 
Join Date: May 2005
Guild: The Spartan Warriors
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Default The Ice Mines Of Moladune Quest!!!!

Ok i have tried this mission, 2 times, first time i didnt get past markis, then second time i did, and got upto the fort, to defend it, and light the beacons was bonus quest, i lit the 2 torches, and that did **** all, they kept comin and comin, we didnt stand a chance, wave after wave, we were there for about 35 mins holdin them off, i just want to know the ppl who have done this mission, what am i doing wrong, did i not light all the beacons, were we supposed to hold out for a little longer, please some1 tell me.
Thanks in advance if i dont reply.
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Old Jun 02, 2005, 02:24 PM // 14:24   #2
Ascalonian Squire
 
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is your armor fully infused?, the mursaat will only do 3 damage to you when they use their special.
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Old Jun 02, 2005, 02:52 PM // 14:52   #3
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In my opinion, it's the Jade Armours That I fear, the mursaat are nothing.

Any suggestions on how to get past them :P ?

Regards, Ashleigh.
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Old Jun 02, 2005, 03:03 PM // 15:03   #4
Ascalonian Squire
 
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Guild: The Spartan Warriors
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Yea my armour is fully infused, all of it, mainly its defending the fort part which i need help on.

Sorry Guys The defend the fort is the thunderhead keep mission, ive done ice mines of moaldune quest.

Last edited by TheDave; Jun 02, 2005 at 03:20 PM // 15:20..
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Old Jun 02, 2005, 04:00 PM // 16:00   #5
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Guild: Alphahive
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Thunderhead Keep can be a real pain in the ass, mainly because it takes so long to get to the last part, and if the King dies it's start over time. We finally did it last night with 3 of us and the rest PUG.
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Old Jun 06, 2005, 03:16 AM // 03:16   #6
Ascalonian Squire
 
 
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Guild: Amicus Reinassance [AR]
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You want to make sure you have two people manning the balistas so you can use them to help you take out some of the incoming mobs.

When we got there, the balista players got so good we were bored waiting in the middle. And when mobs do get through, they come in half dead at the most, thus quickly dispatched.

As far as the king goes, have someone NOT from the frontline talk to him in the beginning, most suitably someone like a Necro or Mesmer, a raner with longbow. They can stay behind and still be effective. If you keep the king away from aggro range (i.e. no mobs in his gray circle aggro range), he won't go into fights at all, very easy
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Old Jun 06, 2005, 03:30 AM // 03:30   #7
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The key is the ballistas. I did it first-try with a PUG. We used teamwork and split the team between the two doors. Both sides barely saw a thing, since everything died before getting to the door. Granted, there were a couple sticky spots where one person from one side would have to switch to help with a group, but otherwise I thought it was extremely easy, though a little long.

Communicate a bunch, use ballistas.
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Old Jun 06, 2005, 08:24 AM // 08:24   #8
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Join Date: Jun 2005
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Well, you don't need the ballistas but to do the bonus you'd need at least two real players. You have to light the beacons within a short amount of time to be credited for the bonus, so you have to split up. Once they are lit, the siege is long but not too difficult (fully infused of course).

Never fired a ballista, just bunched up around the king and moved to the left or to the right to fend off incoming groups. They are only coming in pairs or maximum of three at once, so you can pick them off easily. There is no way three Jades or Mursaat can take down 8 players unless the players split themselves up instead of focusing fire. My girlfriend and I had to wait for a minute after defeating one group until the next would come.

So there are two viable tactics - with a lot of real players use the ballistas, with mainly henchmen stay bunched near the king (but not so close that he will draw aggro himself) and dispatch the opponents quickly. Minions first as always once a boss comes in (and the healer boss takes a while to take down, if another enemy group should be charging in, let him be and take them down as he won't be able to harm the king).
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