Jul 16, 2006, 06:54 AM // 06:54
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#1
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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Nahpui Bonus
Arrrgh, Nahpui is the only mission I don't have Master's on, and can't seem to get. How on earth can it be done?
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Jul 16, 2006, 07:42 PM // 19:42
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#3
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Forge Runner
Join Date: May 2006
Guild: Wolf of Shadows [WoS]
Profession: P/
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In my opinion I go to all the way to the right zone first, then work back towards the monk last. I think it goes like um ele dragon, turtle, whatever, monk last. I like going that way because it lets you fight the harder ones with less mobs around then you can practically just all focus fire on the monk at the end and kill it without killing the mobs around it.
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Jul 16, 2006, 08:04 PM // 20:04
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#4
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Frost Gate Guardian
Join Date: Feb 2005
Profession: Mo/
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I too was having difficulty with getting masters on Naphui, but I was able to do it with a group last evening.
First off, I'll agree with Mokone about not going with PUGs: it rarely works. This is one of the more challening missions to get masters on, and most PUGs don't have the coordination to get it done. The group I was with consisted of myself, a friend, and 6 guildmates (not our guild).
We took the left path, and I'd say that's the way to go. The monk boss (and the celestials he spawns after his death) only have smiting skills, making them easy targets. Since every boss you kill spawns lesser versions of itself the rest of the way, you're best bet is to start with the easiest boss (in this case the monk) so that you'll face the least difficulty advancing.
The only other bit of advice I can give you is this: as one mob is getting ready to go down, a tank, a monk, and maybe one more should be moving towards the next mob. Keep the chain moving as fast as possible, but do be sure not to overextend yourself. Do this more at the beginning and less at the end when mobs are bigger (thanks to all the celestial spawns).
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Jul 16, 2006, 09:50 PM // 21:50
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#5
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Ascalonian Squire
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Funny I went with a PUG, although it was a group that wanted to do Masters, so everyone had the same goal. We did have one snag and that being a bit slow since we barely got got Masters by a few seconds. And make sure people don't stop around opening chests.
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Jul 16, 2006, 11:15 PM // 23:15
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#6
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Forge Runner
Join Date: Mar 2005
Location: PST
Profession: W/
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The group I got Masters with for both my Necro and Warrior started with the Kirin -> Turtle -> Dragon -> Phoenix. So start a Masters group and go through the left most portal.
Worked for me.
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Jul 17, 2006, 07:49 AM // 07:49
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#7
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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Quote:
Originally Posted by MercenaryKnight
In my opinion I go to all the way to the right zone first, then work back towards the monk last. I think it goes like um ele dragon, turtle, whatever, monk last. I like going that way because it lets you fight the harder ones with less mobs around then you can practically just all focus fire on the monk at the end and kill it without killing the mobs around it.
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The reason I don't like going to the mes first (far right) is that the mini spawns that you will have to face throughout the rest of the mission will be mesmers, then eles, then necros. That's a lot of degen and elemental spiking that you can save yourself. As said, the monk (kirin) is a smiter, and not much a threat to have in each set.
Check the page on guildwiki for the mission, so far the best way I have found to do it.
Start at far left, and you just have to keep moving. When you kill the monk, move on to necro (turtle) then to the ele (dragon). When you beat the dragon, take the path directly north. It seems longer but less and easier enemies. When you get to the last boss (Hai Jii, the Phoenix) just go after him directly, don't worry about the other mobs. when he dies, mission is over.
Taking the northern "shortcut" can cut off 3-4 minutes from your time. I have done it with henchies and had 7 minutes to spare for masters.
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Jul 17, 2006, 07:54 AM // 07:54
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#8
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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If you decide to go with a PUG you might also want to remind everyone about bringing keys. Too many times, time has been lost or the party wiped when a gold chest opens then you hear people start saying "can someone sell me a key?" When doing masters, time is of the essence.
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Jul 17, 2006, 08:13 AM // 08:13
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#9
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Natis Ignigena
Profession: Me/
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Another really simple time-saving tip is that when you're facing the last boss, don't bother taking out the mobs surrounding it, just focus on killing it, because as soon as the last boss dies, it's mission end.
I know it sounds stupid, but this can save vital seconds.
The times I've got the master's on this we've been doing it as a guild resulting in a lovely "Blitzkrieg", steamroller kind of play where we've just hammered our way through everything, not stopping for anything. It's fantastic when this happens, and I hope you get to experience this at some point.
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Jul 17, 2006, 11:57 AM // 11:57
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#10
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Ascalonian Squire
Join Date: Jun 2006
Profession: N/Me
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if you dont kill any of the bosses it is far easier!
Its not very necro friendly but it works well
Kill all the Star BLades etc and dont kill any of the bosses run by them that way you dont have to fight all the essences and the stars at the same time.
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Jul 17, 2006, 12:24 PM // 12:24
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#11
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Frost Gate Guardian
Join Date: Dec 2005
Guild: Quest Of Ages
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Whenever I go for masters on Nahpui, I make sure to bring the greatly underestimated illusion mesmer with me. Ineptitude and clumsiness quickly defeat the blades and sentinels plus inspired and revealed hex will provide the added firepower of phantasm and cripling anguish. Phantom pain works well on the monk boss or alternatively images of remorse with an interrupt. I always go right to left (phoenix first) since it is the fastest (fighting healers the whole way is definitely the slow way, so dont take the monk first) and with the 2 hex control skills on the mesmer plus any on the monks, the birds arent any sort of issue. Just bring an interrupt ranger for the turtles and you wont have any problems.
Last edited by frickaline; Jul 17, 2006 at 12:27 PM // 12:27..
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Jul 17, 2006, 12:34 PM // 12:34
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#12
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Wilds Pathfinder
Join Date: Apr 2006
Location: London
Guild: Better Than Life (BTL)
Profession: R/
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When I did this with both my Ranger and my Necro, I made the party stating clearly that we only wanted people who had already completed the mission, that we were going for the Master's Reward, and I then invited people on the understanding that there was to be no chest opening, and no stopping to pick up money and drops unless the drop was a gold drop!
It is a hard mission to get the Master's on, but it is not impossible by any means.
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Jul 17, 2006, 01:10 PM // 13:10
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#13
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Academy Page
Join Date: Oct 2005
Guild: Dusk
Profession: Mo/Me
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I did it easily with my monk and ele this weekend. Once with an alliance group and another with an alliance/PUG group. We went Pheonix-Dragon-Turtle-Kirin. After reading through the posts, I guess going the monk route first would be a little easier. Truthfully, I think this mission is quite easy whichever way you go. I've henched it now with 9 different characters without dying once. Getting masters with human players seemed trivial. I just don't understand where the difficulty lies.
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Jul 17, 2006, 01:36 PM // 13:36
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#14
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Desert Nomad
Join Date: Apr 2006
Location: Moe's Pub
Guild: Pigs Can Fly [Pigs]
Profession: R/
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Very true for the Me henchie. I tried yesterday with my ranger and 7 henchies. The Me was just brilliant. Unfortunately, I was just 2 mins late for masters. I'l try again - it's definitely henchable. Indeed starting with the smiter boss seem to be the way to go. The wells created by the turtles (2nd boss + spawns) are really annoying when you have a highly energy based build, but you can deal with that.
I also checked guildwiki about this mission. Check the path highlighted, especially to reach the last boss: it seems to be easier, and that's probably where I could have saved the few minuts lacking to get a master reward last time if I had read this before:
http://guild.gamewikis.org/wiki/Nahpui_Quarter
EDIT - Killing the bosses after having cleared the whole path is probably an horrible idea for masters. That's the easiest way to complete the mission, but it takes time, really.
Yeah, I didn't pick up gold and drops either. I just picked a purple shield - that had a bonus in... blood magic! Never seen that before.
Last edited by Sir Mad; Jul 17, 2006 at 01:39 PM // 13:39..
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Jul 17, 2006, 06:08 PM // 18:08
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#15
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Perfectly Elocuted
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^ Secret to Master's on this mission is two monks that don't have to stop for energy regen. Then its just a matter of steamrolling everything.
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Jul 17, 2006, 07:03 PM // 19:03
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#16
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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1 warrior (w/ wild blow)
1 healing monk
1 ritual lord
1 echo spiteful spirit
1 minion master
3 fire ele, barrager, straight up damage, what have you
will steamroll this mission.
it's simply a matter of talking to your team before you enter the mission and asking specifically for certain people in area chat rather than "LFM 5/8" works wonders too.
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Jul 17, 2006, 07:24 PM // 19:24
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#17
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: Mongoose United
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1 good MM kan make this into a master reward.
Did it on my own, with a SS guildie and with a ele guildie. All three times I/we got the bonus.
N/R
Two superior runes (Death Magic and Soul reaping)
Dm 16
SR 11
Healing 10
Bone Fiend
Vampiric Horror (not necessary since you have monk henchie but I just ued my standard build)
Blood of the Master
Heal Area
Flesh Golem
Three free slots, take what you want. Once you get going you dont need to use anything else.
Key is to control your minions tightly. Don't let them fight it out with every group, if you dont need to fight them, dont aggro them or let them come close to you minions this costs time (specifically if you go Mes -> Ele -> Nec -> Monk, if you go up the ramp towards the Necro turtle dont aggro the group on your left, waste of time). You can easily pick up gold or whatever while the minions are doing their job. If you go as a sole MM dont forget to order the henchies around otherwise they'll just stand there .
Last but nog least, take only one monk hench, the minions will soak up so much damage you dont need both (and they used to be casting exactly the same spell on exactly the same target at exactly the same time which is a waste of energy and a waste of a damage slot).
Good luck.
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Jul 17, 2006, 09:55 PM // 21:55
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#18
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Banned
Join Date: Aug 2005
Location: California
Guild: [Dark]
Profession: W/
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You can complete this mission in half the time if you have a team of four go to the right and a team of four go to the left. Each team takes out the two bosses on their side
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Jul 17, 2006, 09:58 PM // 21:58
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#19
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Furnace Stoker
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Quote:
Originally Posted by Senator Tom
You can complete this mission in half the time if you have a team of four go to the right and a team of four go to the left. Each team takes out the two bosses on their side
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QFT
Or use the build we run:
2 x Hammer Warriors with Frenzy
2 x Monks
2 x Smiters
2 x Whatever you want.
The key to the build is Frenzy... things tend to die when you use it.
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Jul 19, 2006, 03:32 PM // 15:32
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#20
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Frost Gate Guardian
Join Date: Jan 2006
Guild: KoH
Profession: W/E
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Quote:
Originally Posted by Senator Tom
You can complete this mission in half the time if you have a team of four go to the right and a team of four go to the left. Each team takes out the two bosses on their side
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Every warp point is very close to a boss, it should be possible to split in 4 groups of high damage war/prot-smite monk to kill the bosses at the same time.
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