Bubblegum Patrol
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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And the heavens shall tremble.
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