Oct 14, 2006, 07:43 PM // 19:43
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#1
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Krytan Explorer
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Gayala Hatchery:Big trouble.
My problem is rather major realy..i cant find any groups since either
A:There completely incompetent and fail miserably.
B:The group decided to use the "exploit" as i call it where they go around the turtles and kill the Kurzichs,this always fails,even when everyone dous it right,the turtles move,as such,this method is instant-death,but most groups cannot be convinced that the trick dous not work and they do it anyway,most everyone dous this and it severely limits the amount of groups that even survive the first wave.
C:The place is empty!I often find this place completely empty,with not enough people to even fill a group with,let alone a competent one.
I want to discuss a few things.
1:Has sompthing been done to remove the exploit?The turtles move now they didnt before.
2:Even one of the most capable groups ive seen failed,is this mission to hard for the average Guild Wars player?
3:Any advice on how i as a person can do this?I realy like luxon so rolling kurzich would just suck the fun out of this character.
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Oct 14, 2006, 08:12 PM // 20:12
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#2
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Jungle Guide
Join Date: Jul 2006
Location: The Edge of the World
Guild: [L] [GET]
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Try using a full team of henchies and then use the exploit.
At least see if it works, and make sure that you hug the wall like you are exploring so there is no chance that you will accidently trigger the turtles.
If they still come, then it has definitely been fixed.
If they don't, complete the mission using the Henchies.
I beat the game using full henchies on every mission. So it is very do-able.
Livingston
Edit: Just checked it myself. The exploit is still there. Perhaps the people in your group are not leaving the area quick enough. If anybody gets too close to the turtle group or everyone hasn't left the area far behind by the time that Argo says "move out" then they will begin their trek.
Last edited by Livingston; Oct 14, 2006 at 08:42 PM // 20:42..
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Oct 16, 2006, 01:33 PM // 13:33
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#3
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Krytan Explorer
Join Date: Feb 2006
Location: holland , delft
Guild: [NL]
Profession: A/W
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lol livingstone what kind of crazy spot are you farming there
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Oct 16, 2006, 02:36 PM // 14:36
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#4
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Ascalonian Squire
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The exploit works....every time, if done right. Most PUGs don't know what to do with the single fight at the turtles and ruin any chance at masters by royally screwing it up.
ONE canister and all characters in the middle with baby turtles, monks only concentrate on healing baby turtles = masters every time.
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Oct 17, 2006, 06:08 PM // 18:08
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#5
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are we there yet?
Join Date: Dec 2005
Location: in a land far far away
Guild: guild? I am supposed to have a guild?
Profession: Rt/
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worked last night.....but like Livingston said---you gotta move out before they shout to ----or it wont work. (this might also be bad for people on dial up as they tend to load more slowly---and you must be out of the area pretty quickly).
Last edited by cosyfiep; Oct 17, 2006 at 06:11 PM // 18:11..
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Oct 17, 2006, 08:04 PM // 20:04
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#6
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Ascalonian Squire
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The trick kinda works. u can kill everything on the path except 1 mob i think.
The problem is that when u approach the turtles from the other side, they'll start walking and all mobs in that initial area SPAWN AT ONCE and unless u have pretty good monks whty'll kill a few turtles.
This also happens on all other spawns, by approaching them from the wrong side they spawn all at once, which means u'll get a lot BIG fights.
A good group should be able to do this but at the end i'd recommend going back and going with the turtles the right way if u want masters.
Also there seems to be another bug:
If a turtle die along the way, they'll rez after the movie sequence but will try to move to the spot where they died. This means u can get masters even if the turtles die in the initial part but u'll have to heal them ALOT while they try to get past that way full of afflicted
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Oct 17, 2006, 08:11 PM // 20:11
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#7
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Wilds Pathfinder
Join Date: Oct 2005
Guild: Less Crying is Key [kThx]
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Can someone explain to me how this exploit works? I need masters on this mission and it would be great if I could do it with hench.
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Oct 17, 2006, 08:51 PM // 20:51
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#8
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Desert Nomad
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It's really simple, and can be done with henchmen. However there is one part where the turtles are in danger, and it helps to have a real monk in your team or you can fail master reward. (the hench healers just can't dish out enough healing if a turtle is in trouble)
What you do is immediately when you load, run in a straight line sticking to the right wall, until the dialog no longer has a face in it. If you do that then the turtles will stay where they are.
Now you go to the end of the mission, and have to kill all the groups of Kurzicks, working your way back towards the turtles.
When you get back to the turtles, there will be a spawn of Juggernauts and Kurzicks to deal with, and this is the dangerous part. Put at least 2 bomb targets on the baby turtles because they typically go straight for them. The Siege Turtles will bomb the turtles (without hurting them), but the Kurzicks will get killed.
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Oct 17, 2006, 08:57 PM // 20:57
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#9
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Jungle Guide
Join Date: Jan 2006
Guild: void
Profession: Mo/
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immediately when you enter the mission, you hug the wall on the right past the turtles. The turtles will stay there, monsters won't spawn and you have all the time to explore and kill mobs.
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Oct 17, 2006, 09:41 PM // 21:41
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#10
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Wilds Pathfinder
Join Date: Oct 2005
Guild: Less Crying is Key [kThx]
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Hmm okay, so the only mob you need to fight then is the first one? Then you just walk to the cutscene?
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Oct 17, 2006, 10:42 PM // 22:42
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#11
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Jungle Guide
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Quote:
Originally Posted by Carth`
Put at least 2 bomb targets on the baby turtles because they typically go straight for them. The Siege Turtles will bomb the turtles (without hurting them), but the Kurzicks will get killed.
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One canister is enough for all three turtles to shoot at that location. Why is the second one necessary?
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Oct 18, 2006, 12:13 AM // 00:13
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#12
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Fullerton, Ca.
Guild: CDXX/THE420TH.COM
Profession: Mo/Me
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it takes to long with the exploit! just due it normal style with the following:
1.mm with wells
2.warrior running build
3.henchies
Hit me up ill do it for you after 600pm pst.
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Oct 18, 2006, 12:43 AM // 00:43
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#13
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Desert Nomad
Join Date: Jan 2006
Location: Maryland
Guild: The Mirror Of Reason [SNOW]
Profession: E/Mo
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The both times I henched the mission for master's, I remember that the turtles would start moving for a bit (and some silly Luxon would talk for a bit). If you ignore them, the Kurzicks will not spawn and they will halt.
And henchmen monks are terrific at healing the turtles...plant a smoke canister at the young turtles too, it will destroy anybody trying to get their hands on them.
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Oct 18, 2006, 01:46 AM // 01:46
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#14
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Krytan Explorer
Join Date: Apr 2006
Location: That plushie penguin on a shelf in your bed room
Profession: Rt/E
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to answer part C
find a good guild if your not in one, or if you are, guild groups ftw
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Oct 18, 2006, 04:02 AM // 04:02
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#15
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Krytan Explorer
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The exploit is fun
Apparently, the kurzicks only come once the human players have activated them, not the NPCs
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Oct 18, 2006, 06:28 AM // 06:28
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#16
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Desert Nomad
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Quote:
Originally Posted by Rathcail
One canister is enough for all three turtles to shoot at that location. Why is the second one necessary?
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Well, don't put the other ones somewhere else is what I meant with that.
One of the times I tried it I only put one on the young turtles, and the other two somewhere else. It wasn't such a good idea I think... firstly because the henchmen don't fight or heal when you are running to place them, and secondly because as soon as the Kurzicks passed the area where I placed it, it didn't do anything useful, while Kurzicks attacked the turtles.
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Oct 18, 2006, 10:09 AM // 10:09
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#17
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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I henched with exploit on all my characters except my monk for masters, so I can tell you that it DOES work I think everyone has covered it, move out quickly and HUG THE WALL!
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Oct 18, 2006, 06:44 PM // 18:44
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#18
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Jungle Guide
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Quote:
Originally Posted by Carth`
Well, don't put the other ones somewhere else is what I meant with that.
One of the times I tried it I only put one on the young turtles, and the other two somewhere else. It wasn't such a good idea I think... firstly because the henchmen don't fight or heal when you are running to place them, and secondly because as soon as the Kurzicks passed the area where I placed it, it didn't do anything useful, while Kurzicks attacked the turtles.
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Sounds pretty much what I was doing on my first attempts.
Anyway I see what you meant now. Still I'd like to point out that there's no need to get more than one canister from the npc if you do the mission backwards, especially with henchies. Less time wasted on carrying them around and turtles more focused with their fire.
Not talking about you now Carth of course, but I have heard people say "You need all three canisters for all three turtles to fire" way too often when I have bothered joining PUGs. So I just want to make this clear.
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Oct 18, 2006, 07:30 PM // 19:30
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#19
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Frost Gate Guardian
Join Date: Jun 2006
Location: /wiki user:aro
Guild: DBU
Profession: E/
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You aren't there so the leader of the squad decides to wait for you to return before heading out, not really an exploit.
I helped a friend do the mission a few days ago. We puged at the start, which ended badly. Then took a smaller group and henchies. Worked fine. Really depends on what time of the day you try to get a team too.
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Oct 18, 2006, 07:33 PM // 19:33
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#20
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Forge Runner
Join Date: Aug 2005
Location: Ashford Abbey
Guild: Hey Mallyx [icU]
Profession: Mo/Me
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Quote:
Originally Posted by Superdarth
C:The place is empty!I often find this place completely empty,with not enough people to even fill a group with,let alone a competent one.
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Go to KC. Use local to say you're a 15 year old girl with bisexual tendencies and that you are looking for people to help you with a mission. Success is guaranteed.
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