Feb 09, 2007, 07:49 AM // 07:49
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#3
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Forge Runner
Join Date: Nov 2006
Guild: Crazy ducks from the Forest
Profession: W/
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The mission is somewhat time consuming, but once you get the hang of it, it isn't too hard.
First, at the start, don't talk to the caravan. Go around them on the right and proceed all the way to the southern exit. From there, work your way back to the caravan, clearing the Kuzicks as you go.
Be careful with the Kurzick groups. As you destroy a group, it will often call up reinforcements, which can take you unaware. Best idea is to adopt a hit and run tactic: hit a group and run away, before the reinforcements arrive.
Once you clear out all the Kurzicks, you'll need to return to the caravan. Beware - new groups of Kurzicks will spawn now (the initial assault and another group at the giant crab construct).
The first battle is the most problematic. I suggest the following strategy: talk to Petras to get a smoke canister, place it directly over the young turtles, and then focus on the incoming groups that go for the young turtles.
Once you get to the end of the level, you will get an animation, after which you will face another attack from the afflicted. These groups are little trouble, actually.
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Feb 09, 2007, 10:48 AM // 10:48
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#4
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Banned
Join Date: Jan 2007
Location: Drazach Thicket
Guild: Temple of Zhen Xianren [Sifu]
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My advice.... Take a few heroes with you:
A Minion Master, a Nuker and a Monk ... Consider bringing someone along with Spiteful Spirit (be that yourself or another), as that will help too...
Provided you immediately wall-hug to the west at the beginning while the dialogue is taking place then you should be able to get right out of the way before any Kurzicks spawn.... Then you just run along the west wall all the way down to the south.... come out at the base... and gradually head north eradicating Kurzicks as you go.
Since most of the Kurzicks in the mission are warriors, they won't be able to do much to protect themselves from major nuke-spells or Spiteful Spirit / Mark of Pain.... and should drop like flies... providing MANY corpses for the Minion Master. Just be careful not to take on too many at once.
Only once you've cleared out every group of Kurzicks you can find should you head back north to the turtles again. The Masters bonus in this mission is based on the number of hatchlings you keep alive, and not time..... so you can take as much time as you like to complete the mission.
Oh.... and remember... the turtle attacks (on smoke signals) don't damage friendly units... so its alright to dump them right on the turtle hatchlings. You can get three max.... If you're running with a full A.I team though it can be a pain to get all three signals all the way to the end (if you get them at the beginning)... at least if you don't have running skills or have trouble with backtracking a lot.
Thats the long and the short of it.
Once I learnt about this back-root I got Masters immediately.
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Feb 15, 2007, 03:13 AM // 03:13
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#5
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Pre-Searing Cadet
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Well thank you all, I will try the things you all suggested and see how it goes. I have put it off for the last little while because it got so frustrating... maybe I should have paid more attention to the dialouge lol.
Thanks again, and sorry to those who may be upset at me for dredging up a post that is a little old.
Thank you again. =)
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Feb 15, 2007, 10:40 AM // 10:40
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#6
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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It's possible to bond the baby turtles and the siege turtles by using life barrier, blessed signet and mantra of inscriptions. Just dedicate one monk to protect the turtles. Get two people to carry the canisters around, they help a lot. Get another monk to heal the team and get a minion master to bodyblock the way to the baby turtles. Take it slow and you'll be perfectly fine with a very good chance on masters!
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Feb 19, 2007, 04:02 PM // 16:02
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#7
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Ascalonian Squire
Join Date: Oct 2006
Guild: Light of the Star Fire
Profession: Mo/Me
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I found it REALY easy going with the turtles, WoH Monk - Prot Monk - Nuker - SS necro - MM- Warrior - 2 Ranger - Plus the seige turtles
Got Masters First Try
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Feb 19, 2007, 06:38 PM // 18:38
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#8
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Academy Page
Join Date: Apr 2006
Guild: Rohars Roughnecks
Profession: W/Mo
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Quote:
Originally Posted by bungusmaximus
Get two people to carry the canisters around, they help a lot.
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The seige turtles do massive AOE damage to a LARGE area. IMHO, have one person carry one canister, is the preferred solution so that the attacks are concentrated as all 3 turtles attack one target zone. Especially for the Juggernauts. Concentrating siege fire kills them quickly, spreading out the fire will often get a siege turtle killed.
I've completed masters both the traditional way, and the "back" way, but the back way is by far the safest way to masters.
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Feb 20, 2007, 07:39 AM // 07:39
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#9
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Ascalonian Squire
Join Date: Feb 2007
Guild: [TMDS]
Profession: E/Mo
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meh this is 1 of the missions i need master xP. cant get no desent help.... anyone? :P
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Feb 23, 2007, 02:42 AM // 02:42
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#10
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Krytan Explorer
Join Date: Nov 2006
Guild: The Shadow Tower
Profession: A/
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i've completely hero/henched this mission several times on various characters and yeah, the backdoor way is probably easiest if you're not in a group...or at least if you're not sure what you're doing. also sure fire way to get masters.
instead of hit and run with the mobs, what i do is find one of the portals that's near the end and then flag everyone near the corner between the wave wall and the hill...i think it's around the large sandy area that's sorta in the middle.
the kurzicks will run just past the flagged group and i just pull them back to the group one by one. you can also hit some of them as they run past because they won't really break from their run until they've reached their destination (something i find most amusing)
then i go around and kill the groups that are at the very end and work backwards.
at the place with the sandy area, i flag my heroes at the back corner of the sea and activate the mobs that come rushing in. And again i just pull them back one by one. then once that area is clear i flag heroes in the middle of the sandy area and pull the ones underneath the ship.
*shrugs* works for me o.o and most logical to me xD Then once you get to the turtles just talk to petras to get the canister and place it at the center where the turtles are.
for party, a nuke or two, two monks, minion master, tank, and then whatever. spirit spamming rit that's part damage and part support is useful as well :3
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