Oct 04, 2006, 08:45 PM // 20:45
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#1
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Ascalonian Squire
Join Date: Dec 2005
Location: The Great North, Toronto
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Dunes of Despair Map Explore
I completed exploration of Dunes of Despair map last night; I'm up to 99.5% of having the Tyria map explored.
I found the writing to be unclear from guildwiki and decided to do my own write-up for others trying to explore the Dune of Despair and post a map of it.
One of the biggest problem is the timer on this mission that prevents you from exploring the Dunes of Despair in one session. The key is to prevent the start of the timer. Another issue I had was the entrance to access the lower right region of the map (point D). On many previous attempts I thought the access to this lower right region is found somewhere in the tower at point C.
First off, I did this map with henchmen (bring casters who can deal range damages). My warrior/necro had the Necrotic Traversal skill so I can teleport to the corpse. I had the two running skills (Sprint and Charge) for continuous running.
At this point open the attached map and follow the instructions below.
1) Use long bow to target the skeleton warrior or boss at point A. Use Necrotic Traversal once you killed the skeleton warrior or boss at point A.
2) Run through the drawbridge at point B. The drawbridge appears to be up but it's a mirage.
3) Run along point F to expose this region.
4) Explore point G and point E. I had these areas explored on a previous trip.
5) At point C is another mirage with the drawbridge up: run through it to explore the tower.
6) Point D entrance is mark by large rib bones. You can run to your heart's content once you get into this area.
Should you have any questions feel free to make a post.
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Oct 04, 2006, 09:15 PM // 21:15
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#2
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: The Summit of Human Evolution
Profession: W/
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Just like to point out two things:
1. This is totally dependent on the spawns on the outside of the south of the fort. The Skeleton group is not a guaranteed spawn...I tried this many times, and only ever saw his group once. 9 times out of 10, you won't get the spawn you need to use Necrotic Transversal. I tried it this way and just gave up and went with #2.
2. Opt to fight the mission with hench. They always follow your target calls. If you do it right, and bring a correct skill set (if you're a warrior, for God's sake bring Wild Blow), you can finish the fight when the hero is clamiming the throne with around 6 minutes left...6 minutes of Charge/Sprint should be MORE than enough to finish mapping.
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Oct 04, 2006, 11:50 PM // 23:50
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#3
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Furnace Stoker
Join Date: May 2005
Location: Houston, Texas
Guild: Dawn Treaders [DAWN]
Profession: W/Mo
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I believe this very topic has been covered extensively in our mapping thread. Nice work on the guide though.
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Oct 05, 2006, 01:44 AM // 01:44
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#4
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Ascalonian Squire
Join Date: Dec 2005
Location: The Great North, Toronto
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Quote:
Originally Posted by Mournblade
I believe this very topic has been covered extensively in our mapping thread. Nice work on the guide though.
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Mournblade,
I did a search for Dunes of Despair but didn't receive the information I was looking for. Many of the search results were about completing the bonus part of the Dunes of Depair mission.
As mention in my initial post, I had trouble finding the lower right section of the map. I figured there would be others having the same challenge I had. If you were able to locate the entrance point on your first visit, then you were lucky. I had the timer against me on my first visit and the ghost got killed before I was able find the entrance to the lower right region.
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Oct 08, 2006, 12:45 PM // 12:45
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#5
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Desert Nomad
Join Date: Aug 2005
Location: in my GH
Guild: Limburgse Jagers [LJ]
Profession: W/
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Very nice I'm gonna try this right away. I hope my henchies can kill that boss before he runs back to the drawbridge.
The hardest part here is to actually get the boss to come closer so you can reach him with attacks.
Can you tell me your entire skill settings / attribs and your selection of henchies please? (sprint/charge/necrotic/...) and some tips on how to survive the enemy mobs (don't they have crippling shot?)
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Oct 08, 2006, 04:21 PM // 16:21
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#6
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Ascalonian Squire
Join Date: Dec 2005
Location: The Great North, Toronto
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Quote:
Originally Posted by Sjeng
Very nice I'm gonna try this right away. I hope my henchies can kill that boss before he runs back to the drawbridge.
The hardest part here is to actually get the boss to come closer so you can reach him with attacks.
Can you tell me your entire skill settings / attribs and your selection of henchies please? (sprint/charge/necrotic/...) and some tips on how to survive the enemy mobs (don't they have crippling shot?)
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The skills I used were:
1.endure pain
2.sprint
3.charge
4.healing signet
5.reposte
6.sun moon slash
7.standing slash
8.necrotic traversal
I placed most of the attributes in strength and tactic. I had about 6 or 7 points in swordsmanship. Once you get to the bonus region, those Jade Scarab will be casting some sort of hex on you (ie Parasitic Bond). I didn't get crippled during the run in the bonus region of Dunes of Despair. Should your health run low find a safe place to rest and use healing signet. With two running skill you can out run the Jade Scarab for a safe resting place. As for the henchmen: ele, necro, illusionist, one tank, healer, and ranger. From my personal experience, you have a 50% chance of killing a monster at point A of my map. This of course depends on the spawn.
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Oct 09, 2006, 06:32 AM // 06:32
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#7
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Forge Runner
Join Date: Aug 2005
Location: Ashford Abbey
Guild: Hey Mallyx [icU]
Profession: Mo/Me
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What I did was get a team of explorers and tell them we'll do this mission twice. I was bonding the hero the first time around and my ele friend was helping me out. On the second go the others protected while me and my friend explored. The best thing about it was no one left after the first try.
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Oct 09, 2006, 07:48 AM // 07:48
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#8
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Knights of the Void
Profession: Mo/
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Quote:
Originally Posted by cataphract
What I did was get a team of explorers and tell them we'll do this mission twice. I was bonding the hero the first time around and my ele friend was helping me out. On the second go the others protected while me and my friend explored. The best thing about it was no one left after the first try.
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I did the same thing. One of my guildies played bonder while 4 of us explored and one person stayed to back him up. Sadly I didn't get the stuff near the west tower. I didn't bring running skills, since that is not how I generally map things. I played bonder next time so he could get some stuff that he needed. I hope I can talk him into trying again so I can get the west tower area mapped.
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Oct 09, 2006, 08:45 AM // 08:45
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#9
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Forge Runner
Join Date: Aug 2005
Location: Ashford Abbey
Guild: Hey Mallyx [icU]
Profession: Mo/Me
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You really need to cap Charge! I've managed to run about 30% of the map with Charge and Sprint. Those are timesavers.
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Oct 09, 2006, 12:01 PM // 12:01
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#10
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Knights of the Void
Profession: Mo/
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Quote:
Originally Posted by cataphract
You really need to cap Charge! I've managed to run about 30% of the map with Charge and Sprint. Those are timesavers.
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I actually prefer not to run the map. It is too good a way to run right by a spot that I need. I clear monsters out as I map. I haven't had time to farm in a while so I'd prolly be broke if I didn't map this way. I'm not going for skill hunter on my monk, so there is no reason what so ever for me to get her Charge.
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Oct 17, 2006, 10:06 PM // 22:06
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#11
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Wilds Pathfinder
Join Date: Oct 2005
Guild: Less Crying is Key [kThx]
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I'm confused - So I let the ghost cap the alter and then go explore? Or do I somehow prevent him from capping at all?
If the later, how do you prevent him from capping?
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Oct 17, 2006, 10:40 PM // 22:40
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#12
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Forge Runner
Join Date: Nov 2005
Location: Seattle
Guild: Odin's Hammer [OH] - Servant's of Fortuna [SoF]
Profession: R/
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if you talk to the ghost, he toggles between following or parking, just like in HA. Just park him on the bridge which enters the fort.
For my mapping of the bonus area (R/N) I loaded the mission about 12teen hundred times and never once saw this skeleton boss... I used a popped up scarab just outside the south gate, ranged *fast* damage - I brought vamp gaze and dark pact, and traversal. Full henchy party with no warriors and only the heal monk. The scarab ALSO doesn't spawn every time, but roughly 1/3.... which based on my numbers is infinitely more likely than the skeleton boss.
I then proceeded to touch kill every single opponent within the bonus area and mapped as I went. easy. took about an hour and a half... during which I got 4 golds and a key which yielded a gold as well.
Last edited by lennymon; Oct 17, 2006 at 11:02 PM // 23:02..
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Oct 18, 2006, 06:40 AM // 06:40
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#13
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Desert Nomad
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I uncovered it during the NF preview event. You could put a flag by the king and the henchmen will guard that area instead of following you. If they get attacked, they will defend themselves and attack the monsters. So I left those 7 defending the ghost while I uncovered everything I needed to with a running build.
You can't do this any more, but maybe when Nightfall comes out you can again.
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Oct 18, 2006, 09:14 AM // 09:14
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#14
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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To the OP: Nice Guide! Although I wish I had thought of that flag trick with the hench also - twas an inspired idea Carth!
I just explored that area, as well as getting the bonus on it. We got a human team together who were all up for the bonus only and, as it turns out, exploration also. I managed to persuade my brother to come along with his Mo/N to do the usual trick for us...which luckily worked second time for us! As an ele though, I cannot run much, thus I had to use dual attunements and Aura of Restoration and spam air skills to pound the crap out of all the scarabs which popped up at various points...they are such a nuisance.
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Oct 26, 2006, 04:21 AM // 04:21
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#15
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Desert Nomad
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Quote:
Originally Posted by Celestial Beaver
Although I wish I had thought of that flag trick with the hench also - twas an inspired idea Carth!
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Hey, just to let you know this is possible again now. Use the "order henchmen" button under the compass and tell the henchmen to wait by the Ghostly Hero.
Good luck on your title...
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Oct 26, 2006, 07:45 AM // 07:45
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#16
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Frost Gate Guardian
Join Date: Oct 2006
Location: Behind you
Profession: N/
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Will they survive the entire time?
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Oct 27, 2006, 06:14 PM // 18:14
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#17
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Desert Nomad
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Well, when I did it Little Thom died, but he got resed. Apart from that they all survived, and more importantly, Ghosty survived.
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