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Old Sep 05, 2007, 09:31 AM // 09:31   #1
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Default Not the best idea with 'The Elusive Golemancer'?

Im doing 'The Elusive Golemancer' and ive now just got passed the part where you have to stand within proximity to a golem to be amune to fire.

How-ever that took 3 goes at being ressed because you simply cant do that, while fighting golems and being attacked by fire.

Now im on the other side with -44dp and half my team is dead and im unable to ress them because their dead in the middle of the fire.

So im left with having to suicide and be ressed with even more dp!

Anyone else think Anet didnt put alot of thought into this one? or have I just missed a trick somewhere?
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Old Sep 05, 2007, 09:36 AM // 09:36   #2
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I had a little trouble with that part. Mhenlo ended up dying a bit back. Had to go back to res him. Herta ended up dying and taking his place. Had to go back and res her.

I also ended up having some kind of glitch, where the golem kept moving forward, but his protective "forcefield" stayed in one spot. o.O

But yeah, after a little trouble, I got past it. xD
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Old Sep 05, 2007, 09:43 AM // 09:43   #3
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I've heard of the troubles that trying to get through this with a full HeroHench team can bring... and I'm not looking forward to it.

Unless I'm much mistaken it looks like a job for Shadow Form...
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Old Sep 05, 2007, 09:54 AM // 09:54   #4
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Yeah, pain of a quest - especially that part. I have a feeling it will be "nerfed" eventually. Out of all the missions, dungeons, and bosses we faced in the entirety of GW:EN, that is the one area that repeatedly kicked our ass until we meticulously flagged the heroes in front of the golem to bodyblock/slow him down so we could kill the other golems. That was the only thing that seemed to work.

Just make sure to put your flag just outside the facing end of the circle - by the time the hench/heroes get there, the flag will be just inside the circle with them protected and blocking the golem. Attack for a bit, and flag again. Do this all the way and you should make it without anyone dieing - hopefully.
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Old Sep 05, 2007, 10:03 AM // 10:03   #5
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I had no problem doing this part of the mission, I had all heroes on guard and just stuck close to the golem.

edit
I also ignored all the other golems, made it through first time too.
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Old Sep 05, 2007, 10:05 AM // 10:05   #6
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I have already given up on keeping my death count as low as possible.

Yesterday i was in the quest where you need to rescue the slaves.
I got up to the point with the MM boss and was a little too late to realize it.

So i ended up with a party wipe and a rez in the middle of his minion army. The game kept rezzing me at the shrine that he was camping. Because i had been playing about 90 minutes to get there i decided to keep going.

Finally after 23 deaths i managed to decimate his army and get him down

Earlier i was happily exploring the charr countries when i encountered the Siege devourer boss, before i knew what hit me the entire team was dead.

It really bothers me that game designers think it is needed to make a game more difficult by putting in 1 hit party wipes.
No time to respond, no need for tactics.

Not to mention the dungeon traps, with rolling boulders coming from behind. By the tinme you see them you are too late and the party dead.
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Old Sep 05, 2007, 10:12 AM // 10:12   #7
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Quote:
Originally Posted by Shaq_gw
So i ended up with a party wipe and a rez in the middle of his minion army. The game kept rezzing me at the shrine that he was camping. Because i had been playing about 90 minutes to get there i decided to keep going.
You do realise that the Undead on that floor res where they fall... don't you?
That'd be why I carefully made my way across the floor, not standing too near any fallen bodies and making sure to lure the undead away from res shrines a bit before killing them.
As for the boss's own minions... they stayed in his little room when I fought him and I resurrected right outside. No danger at all. Two undead nearby I had led away from the shrine... so... y'know.
I still suffered three wipes because my hero-hench just ran around like headless chickens while I tried to kill the minions (having my enchants stripped repeatedly as I did).


Quote:
Originally Posted by Shaq_gw
Not to mention the dungeon traps, with rolling boulders coming from behind. By the tinme you see them you are too late and the party dead.
The insta-wipe boulders are FTW...

No Death Penalty! Lawlz!
Instant transportation to the last res-shrine at no additional cost.

Last edited by SotiCoto; Sep 05, 2007 at 10:14 AM // 10:14..
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Old Sep 05, 2007, 10:16 AM // 10:16   #8
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Wouldn't be much of a trap if you could see it coming...
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Old Sep 05, 2007, 10:22 AM // 10:22   #9
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i gave up on my death count ooooo about when i got 300 deaths...... 4000 deaths ago :O and about the op it was easy, one my heros stuck by me even while fighting *i dont really use melee* and 2 if one slipped out then my monks healed him right up *i always run 3 monks in gwen* did it in first try with 0 deaths. so yea you just need a diff strategy...
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Old Sep 05, 2007, 10:25 AM // 10:25   #10
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Just out of interest though....

... COULD I make it through with Shadow Form?

Furthermore... is there enough space that I could flag the herohench back a long way... run through on my own with Shadow Form.... and then use the Herohench-Reflag trick to cheat them through?


[I'm not sure what most people call it, but it is the same trick I used in Dunes of Despair to get my herohench outside the fort without triggering the timer. It involves flagging the heroes back... running off-compass from them a long way, and then reflagging them over to you... and they just show up from off-screen.]
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Old Sep 05, 2007, 10:31 AM // 10:31   #11
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Quote:
Originally Posted by SotiCoto
Furthermore... is there enough space that I could flag the herohench back a long way... run through on my own with Shadow Form.... and then use the Herohench-Reflag trick to cheat them through?
I'm pretty sure the darts keep firing, even after you've passed them. So flagging your hench behind, running through, then bringing them across, should mean they get pelted without the protective ring

Not 100% tho.
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Old Sep 05, 2007, 10:36 AM // 10:36   #12
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Quote:
Originally Posted by dan-the-noob
I'm pretty sure the darts keep firing, even after you've passed them. So flagging your hench behind, running through, then bringing them across, should mean they get pelted without the protective ring

Not 100% tho.
If I can effectively teleport my herohench through a solid stone wall.... then why should a damage-field be any different?
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Old Sep 05, 2007, 10:52 AM // 10:52   #13
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I died in that part too.
I just stayed in front of the protective golem and hit the sentries as hard and fast as I could.
The reason we wiped is because I was using heroes and henchmen and stupid me, I flagged them out of panic and wondered why they weren't following me way to late.
At least the protective golem comes back to the beginning if you wait for it.
Maybe the PVE skill Winds might help. I never tried using it, but might on a later try. Are there other skills that give avoidance% against projectiles? I might try those too if there are.

Last edited by Redfeather1975; Sep 05, 2007 at 10:56 AM // 10:56..
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Old Sep 05, 2007, 10:59 AM // 10:59   #14
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Honestly, they should probably just remove the enemy golems from that section. It would still be "difficult," but without the added frustration. Seriously, the rest of that quest is "Pre-Searing" easy, it just seems so out-of-place. Either that or maybe make his ring of protection a lot bigger, like earshot range instead of ward range.
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Old Sep 05, 2007, 11:01 AM // 11:01   #15
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I actually found that an interesting, yet irritable challenge, but I felt very satisfied when we managed it by body blocking the worker golem and killing the sentries in the field, then letting him move on a bit then body blocking again
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Old Sep 05, 2007, 11:03 AM // 11:03   #16
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lag + fire + golems + monk build = frustrating

funny part, I lost Olias on teh way and did the rest with 6 henchies
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Old Sep 05, 2007, 11:05 AM // 11:05   #17
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No problem for me with a hero team and one LoD monk. I stayed in the circle, using ice magic to freeze the next attacking golem, allowing us to kill it from afar. No death at all.
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Old Sep 05, 2007, 11:07 AM // 11:07   #18
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Quote:
Originally Posted by rayd
lag + fire + golems + monk build = frustrating

funny part, I lost Olias on teh way and did the rest with 6 henchies
Heh, lost my partner doing it and his heroes and lost my monk and did the next room with my MM (why i took an MM I have no idea), myself as a D/A with daggers and balth form and Gwen as a Frag mesmer

My friend playing didn't know til then about clicking on your team mate when dead to watch what they are doing, hearing him scream down vent what he thought I needed to do was priceless
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Old Sep 05, 2007, 11:09 AM // 11:09   #19
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I think the part with the very big golem made me frustrated.
It took me many deaths to figure out what I was supposed to do. XD
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Old Sep 05, 2007, 11:09 AM // 11:09   #20
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I had no trouble at all. Just kept flagging, and ignoring the golems.
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