Is ne1 else having trouble with this? Its the last mission before i get Protector of Cantha and i just cant seem to get masters. I have full human groups, that were all well balanced(mm's eles, monks etc.) and i cant think of ne places where were wasting time. Is it just me or is ne1 else stuck for masters here?
The timer on the mission isn't well balanced in accordance with some other missions. I did a few missions last week (including that one) to complete the prot title, and while I completed most with 5-10 mins to spare, I remember I only got master's on that one by a couple of minutes. Best advice would be to just move quickly between groups, focus fire, and use a damage heavy build. Loading up on eles is probably a bad idea, given exhaustion/scattering/regen etc. Don't use ghetto tank builds on your warrior(s), if you were previously. I think I used something like monk (myself), MM hero, SS hero, warrior hero, 2 warrior hench, monk hench, ele hench.
1) Learn how to use the search function, aswell as browsing, as I know of at least 2 thread like this.
2) This can be easy or hard by hero/henching depending on what character class you play. Warrior or other melee class is insanely hard, compared to Elementalist which owns it so fast you could probably get it first time. Here's my Ele's build;
[card]Elemental Attunement[/card][card]Fire Attunement[/card][card]Immolate[/card][card]Fireball[/card][card]Liquid Flame[/card][card]Rodgort's Invocation[/card][card]Glyph of Sacrifice[/card][card]Meteor Shower[/card]
Here's my healer Monks build
[card]Word of Healing[/card][card]Dwayna's Kiss[/card][card]Orison of Healing[/card][card]Healing Breeze[/card][card]Healing Seed[/card][card]Restore Life[/card][card]Remove Hex[/card][card]Channeling[/card]
Here's my MM build;
[card]Animate Flesh Golem[/card][card]Animate Bone Horror[/card][card]Animate Bone Fiend[/card][card]Blood of the Master[/card][card]Deathly Swarm[/card][card]Signet of Lost Souls[/card][card]Resurrection Signet[/card]
1) Swap out [skill=text]Restore Life[/skill] for [skill=text]Resurrection Signet[/skill] on the healer, because it's faster and it you need to use a hard res, masters should be the last thing on your mind.
2) You can run any sort of MM you like, but this got me masters and I'm happy with that.
3) Fiddle with the Monk's build in any way you like, i.e, [skill=text]Healing Breeze[/skill] can be replaced as it's crap.
Hmm...I've played in Cantha so much now that getting masters on these missions just sort of seem routine to me. It can be done with just about anything but the key thing I guess is to know what to expect, and how to lure the temple guardians in the Monk and Ranger rooms.
I notice the OP is an Assassin...assuming that is the profession you're trying to get masters with might I suggest you take a skill such as Beguiling Haze, Golden Skull Strike, Temple Strike etc.. to daxe the caster bosses. Just a thought.
If you can keep everything burning then a Paragon with "They're on Fire!" could come in useful. Minion master helps a lot...the meatshields are invaluable.
NM is easy, but let's talk about HM, i tried it lately with a full guild team (2 splinter barragers, 2 warriors, 2 monks, 1 ele and an SS necro), and every time we came to the room with the rit boss and died there because of over aggro (which can not be avoided). We used EoE and not an MM btw. So i think u should try taking out the eles first as they have big DPS with lava arrows.
If you have flexibility in terms of your team composition (you said you have all human), I've found that taking two MMs in that mission makes getting masters a breeze. I've done it on almost all classes of characters with heroes/hench, so the rest of the team composition is wide open: third hero of your choice, two hench monks are fine, two more hench to round out the team. Keep the team moving between areas, but otherwise the afflicted fall pretty quickly. Two MMs ftw.
I mastered this again just last night using my assassin. 16:42, and the master's reward can be just under 20:00, so I did great. This is the combination I used:
Me: Personal build, nothing fancy.
Dunkoro: Light of Deliverance with healing seed. (Heal party should work too.)
Zhed: Searing Flames Elementalist.
Jurah: Minion Master with Death Nova.
And then I used Devona, Jamei, (or Sister Tai, doesn't matter) Cynn, and Lo Sha.
But even such a killer combo will fall under pressure and crumble if you don't properly pull your enemies, so remember to flag your henchmen and pull the enemies. Always target the temple guardians first. Later on, there will be large numbers of elementalists that can decimate your party even with LoD and HS covering you, so you have to take them out as quickly as possible. The good one-two punch.
I admit I got sloppy towards the end but once you get high enough morale you can afford little mistakes, and they'll actually pay off. I over-aggroed another group that melded in with the one I was attacking, and what do you know? We killed them all without losing a single guy.
Pulling methods:
Mesmer Boss: Not much to do here. Just make sure you fight the first two guardians without causing the afflicted to attack. Then go after the afflicted, killing the monks and ritualists first.
Necromancer Boss: This room is split into three directions. With careful placement, even your melee hitters won't agro the center enemy. If you don't feel confident enough, once you take out the rightside group, pull the leftside group closer to the stairs. But with the build/combo above, you should be able to take out the remaining two groups no problem. Remember to target the temple guardians first! If there are any monks and ritualists, kill those, then any elementalists. If there are any other afflicted, those are low threat so go ahead and kill the boss before mopping up since he loves to spam rotting flesh.
Elementalist Boss: At first every afflicted is tightly knit around the boss, but quickly spreads out into the upper level. The afflicted here are easy, consisting mainly of warriors and necros. Once only the boss is left, the melee should move in as close to the boss as possible. If you can bring an interruption skill so you can catch sliver armor. If you don't interrupt it, no big deal. Only devona or you (if melee) should be the only death at worst.
Monk Boss: This wide open area have afflicted on top and guardians on bottom. Pull the ones closest to you. With luck you can kill them without aggroing the afflicted. Then flag your henchmen up a little higher and pull the other guardians. If the afflicted come with, then you shouldn't be in any major trouble as they tend to trickle down instead of en masse. Just take out the guardians first. The monk boss should be targeted once all major threats are done.
Warrior Boss: There's a group right by the stairs guarding the gate. You can completely ignore them until you kill the boss. Try to aggro the closest afflicted at the center. By killing the frontlines and the monks you leave the elementalists weak. If at any time the elementalists get aggroed during the fight, target them! If you ignore them to mop up the remaining afflicted that you originally engaged, the elementalists will ruin you. Make sure to kill both gate groups. If you skip one, they'll merge with the afflicted in the next room!
Ranger Boss: This room is very similar to the monk's room but the enemies are more closely packed and if you over-aggro then the afflicted won't trickle down. They'll drop the hammer on you. I have had difficulty properly pulling the enemies here, so what worked for me was to flag my henchmen at the corner wall and lure the first group of guardians. Sooner or later, all hell broke loose and all I remember was the fireballs and death blossoms. Then I finished off the boss.
Ritualist Boss: This room is small and filled with nasty elementalists. First pull the group nearest the stairs. Once you take out the guardians, go for remaining afflicted. Remember, target the ele's.
Assassin Boss: There are some rangers patroling the radius, so pick them off. Choose a bridge and clear it of temple guardians. I was very sloppy here, as I aggroed pretty much the entire center and duked it out with them. I won, but this isn't recommended. Instead, flag your henchmen at the end of the bridge and pull the afflicted. With luck, you'll be able to bring only half of them down on your party, leaving the next battle much easier. Remember to kill all the afflicted to finish off the mission. (So don't suicide on the boss since her death won't be recognized until all afflicted are down.)
Guild: The Black Hand Gang [BHG] and The Black Helm Gang [BHeG]
The only potential problem is that "flagging" doesn't work on Mhenlo and Togo. They like to come with when you pull and become targets for Searing Heat. If you're alone, pull VERY quickly and run back to your group.
If you've got others in your party, have them do the little peepee dance you used to have to do to keep henches back. (Strafe back and forth so Mhenlo and Togo are attracted to the movement, kinda like tarantulas...)
well i eventually got it, and i figured out that it wasnt a build thing, it was just that we would always waste time between bosses. The final team we used was me (moebius strike sin, nothin speacial), a human mm, a human monk, a human ele, and a couple heroes (tahlk, dunk, olias? not really sure) but we were just waiting too long to regen/ cap skills or whatever between them, so i finally finished with 19:35ish. I completely agree with lord natural, the timer isnt balanced right, i got masters on everything else first time.