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Old Nov 18, 2006, 09:22 PM // 21:22   #1
Frost Gate Guardian
 
Join Date: Oct 2006
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Default The Troubled Keeper

This is the master quest you get from the gates of torment.

This quest is difficult for some reasons:

- Not many people are doing it.
- You have to defend from incoming waves, which come from two directions.
- Splitting the party makes it pretty difficult, because you are facing lvl 28 mobs.

1. Anybody has done this yet? If you are, any tips for doing this one would be greatly appreciated.

2. If you are interested doing this, please post your IGN here, I will add you (only one player will do, we can try it with your and my heroes)
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Old Nov 18, 2006, 11:37 PM // 23:37   #2
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Profession: N/R
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Done it, splitting up is the key. You need 2 groups of 4 that can handle a few demons.
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Old Nov 19, 2006, 04:09 AM // 04:09   #3
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Join Date: Dec 2005
Location: Singapore Armed Forces
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This is my favorite quest in all of Guild Wars.

It's also not that hard.

My setup (4-4) split was: Nuker (aoe) - Support - Trapper - Healer

West :

Trapper (player)
SF ele Hero (nuker)
Paragon (player, support) (can be anything)
Healer Hero

East :

Mesmer (player, support)(can be anything)
SF ele Hero
Trapper Hero
Healer Hero

To the west, you'll have three Forgotten Smesmers (with chaos storm) and one forgotten monk. The east has three necromancers and one monk. The center has some forgotten eles.

There are a few important things to take into consideration. First, is what you're facing;

West waves by main classes : E, E, R, R, W, W
East waves by main classes : E*, D, R*, Me, W, Mo*

*wave contains monks (first two are margonite clerics, last is words of madness, forget if they had clerics too).

When using a trapper, the thing I found best was to learn the waypoint of the mobs. By that I mean, before the waves come towards the center, they have a set point they all group up at. The importance of this is that they will all bunch up, and then move forward in a tight pack until they aggro something. Ideally, you want to trap in front of the waypoint, but still out of aggro range, so that the whole group of mobs walks right into it.

The traps I used were Smoke Trap {E}, Barbed Trap, Flame Trap, Dust Trap. Note that you don't have to use traps, but it makes things so much easier. Smoke trap will daze all the mobs, they will also be crippled, blinded, and take heavy damage as you should have time to get several layers down.

It is important not to aggro the mobs until they have hit the trap ball. This is because if you do, the melees will push forward and take the traps, while the casters stay back. You want the entire caster group to be hit in the traps, especially margonite clerics. Once the traps hit, you can rush forwards and unleash as much aoe damage as you can to destroy the entire grouped pack.



The red lines show the approximate place to trap, and where I'm standing is the waypoint (again, approximation). A good rule is that the traps should be just outside the aggro bubble of yourself and the Forgotten guards.

Against casters and rangers (waves 1-4 west, 1, 3, 4, 6 east), you want to trap just past your aggro, so that you can smash the whole groups before they can get a decent amount of spells off at you. Against melees (waves 5-6 west, 2, 5 east), trap on the forgotten guards, which will tank for you.

Remember that each two waves in the three 'groups' is timed independently - that means if you fail to wipe out your wave because they keep cloning or such, the next will still be coming at you. It is important then, that once you clear your side, make sure you know the situation of the player taking the other side and go over to support if needed. The trapper should remain to begin prepping for the next wave (if you choose to use it, that is).

In the situation that one of your lines crack, shift your defences as best you can to the center. Essentially, pretend the Keeper is the same place as the forgotten guards at either side. This should only be done if the waves are coming and you do not have side npcs or preparation to handle the wave. With perfect placing of traps and aoe, you can wipe most waves in ten seconds, so try not to yield your position.

If you have any other questions, whisper me in-game or message me on the forums. Don't ask for me to come help you do the quest - I'll give information, but I have other things to do.
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Old Nov 19, 2006, 12:18 PM // 12:18   #4
Frost Gate Guardian
 
Join Date: Oct 2006
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Okay, with many different setups I was finally able to beat this with one random trapper with good skills and ele from gwonline forum.

Our plan was:

West: Savannah Heat ele, 2x Searing Flames ele (other being hero), Trapper with Serpents Quickness and healer hero.

This side had all the damage, trapper trapped the waypoints and we unleashed massive amount of aoe damage to incoming demons, we were dealing them pretty fast.

East: Tank-koss with protector and healer hero.

This side had no damage at all but it was supposed to survive the time it took us to defeat the foes. They managed to did it pretty well and we were always able to deal with demons before this side fell.

Yeehaa: http://img87.imageshack.us/my.php?image=blaalo0.jpg
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Old Nov 20, 2006, 03:13 AM // 03:13   #5
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This is the only quest I haven't been able to finish with heroes/henchies. Which is kind of sad, considering how easy I found Gates of Madness to be despite hearing how many problems there were with it. Regardless, I haven't been able to survive the initial onslaught of the third wave
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Old Nov 23, 2006, 06:28 AM // 06:28   #6
Krytan Explorer
 
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Join Date: Jul 2006
Location: Seattle
Guild: Zaishen Order
Profession: Rt/
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My objectives aren't updating. I went through all 3 waves (which is really more like 6 all together), and then the quest just stopped. Nothing happened. I zoned out thinking I just go back to talk to the Keeper, and poof, gotta do it again.

This is my 3rd try. Think I'm just gonna skip it. I know I can do it, did it, just can't get it to work properly.
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