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Old Aug 16, 2006, 11:43 AM // 11:43   #21
Krytan Explorer
 
Join Date: Mar 2006
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Umm, you don't even need to go on the sides. The only bosses you need to kill are the two in the middle along with their minions. A damage warrior with an interrupt ranger and at least a decent boon-prot can finish the bonus in 5 minutes.

Last edited by Shendaar; Aug 16, 2006 at 11:45 AM // 11:45..
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Old Aug 16, 2006, 12:02 PM // 12:02   #22
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I find one really good monk can heal the hero until bonus is finished. If ever the monk feels overwhelmed, he/she can just call out for help from one of the other 5 people. Unless they are all noob wammos with mending and healing hands then someone will come. If you had 5 noob wammos with mending and healing hands you shouldnt be attempting the bonus anyway. Probably the mission either
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Old Aug 16, 2006, 01:17 PM // 13:17   #23
Ascalonian Squire
 
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Guild: Bereg's Dark Legion
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You can do the m/n n/m trick. I have been lucky enough to have a scarab one time, and also managed to ping the boss another. Don't use hex or poison or anything on these that will make them run away.

I have also managed to complete the bonus by tanking it with a good team. Kill the left gate enemies first, then the right, there's a few more from left and right plus the boss that comes out the right gate. Then leg it to the south gate and do the bosses. We just managed this in the time and didn't leave anyone with the ghostly hero whose health was getting dangerously low. It's frantic but can be done
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Old Aug 16, 2006, 02:57 PM // 14:57   #24
Wilds Pathfinder
 
Join Date: Feb 2006
Location: Danbury, Connecticut
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Haha, I thought you guys were talking about exploring it...Nevermind.

You need advice on how to beat the bonus?

Well, you don't need "tricks" or "gimmics" just a good team. You should have the mission pretty much done with 5 minutes left...Then you keep one monk back to heal ghost against the one boss + two enchanteds. The other five then head up and have 4+ minutes to finish bonus. Sufficient enough.

I will try this with henches. I'll tell you how it goes.
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Old Aug 16, 2006, 10:12 PM // 22:12   #25
Ascalonian Squire
 
Join Date: Aug 2006
Location: Canada
Guild: Rising of Blades[RoB]
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Dune is hard. Im have sorta the same problem.
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Old Aug 16, 2006, 10:26 PM // 22:26   #26
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The bonus actually isn't hard.
Follow the strategy laid out on www.guildwiki.org for doing the bonus, follow it EXACTLY, and you'll have plenty of time. I even did bonus with henches by following that guide.

Getting enough time to scout the BIG empty area behind the east fortress is harder, you'll need at least one running skill.
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Old Aug 17, 2006, 01:48 PM // 13:48   #27
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Hmm...The Boss behind the SOuth Bridge is almost always in range for my groups...Only once has it NOT been in range to pull over and kill :\

As for scarabs, there have never been any close to the south bridge for me either...but the boss...I dont know if you tryed it 25 times your luck sucks...I'd NEVER EVER pick up a Lottery Ticket if I were you
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Old Aug 17, 2006, 02:15 PM // 14:15   #28
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Guild: Servants of Fortuna [SoF]
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Dunes actually is kinda hard, as in that it is the only bonus that I haven't been able to complete with henchmen so far. But then, I haven't tried too hard.

The by far easiest way, as already mentioned, is to have a bonder keep the ghost alive. Stack Life Barier, Life Bond, Mending and Watchful Spirit on him and just wait in a safe distance while the other five players rush south, ignoring all attackers. But if you only want to explore, you can always just start the siege und run out of the fort using Sprint and the like, leaving the ghost behind to die after a while. This way, you will of course need more than one attempt to map it all, but it will get the trick done.
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