Jul 20, 2006, 12:35 AM // 00:35
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#21
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Wilds Pathfinder
Join Date: Apr 2006
Location: In ur base...
Guild: The one true [Hope]
Profession: E/
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^ I've been dying to try that. Anyone ever do it?
(Obviously, this would only help you if you are a monk or warrior!)
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Jul 20, 2006, 12:37 AM // 00:37
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#22
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Lion's Arch Merchant
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Just finished at 23:51 with henchies.
2 Healers
Earth Mage
Cynn Mage
2 Assassins
1 Silverwing
Me (Ranger, had seeking arrows)
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Jul 20, 2006, 12:26 PM // 12:26
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#23
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Pre-Searing Cadet
Join Date: Apr 2006
Location: Cambridge, UK
Guild: Seniors
Profession: R/
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Quote:
Originally Posted by Parson Brown
^ I've been dying to try that. Anyone ever do it?
(Obviously, this would only help you if you are a monk or warrior!)
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I'm guessing this is the way Anet intended the mission to be done..4 teleports, four bosses, kill them at once you don't have all the essences to worrry about.
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Jul 20, 2006, 12:52 PM // 12:52
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#24
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Jungle Guide
Join Date: Feb 2006
Location: Netherlands
Guild: Defenders of the Blackblade [DotB]
Profession: W/
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Start at teleporter to the far left this way you deal with the degen and air spike's as the last two bosses. The Kirin is a smiting monk.
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Jul 20, 2006, 12:54 PM // 12:54
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#25
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Frost Gate Guardian
Join Date: Jan 2006
Guild: KoH
Profession: W/E
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Think so.
The Tengu are soloable using a war, adding a monk it should be possible to rely on him for healing and concentrate on defence.
Maybe an Assassin could be an even better choice this time.
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Jul 20, 2006, 12:55 PM // 12:55
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#26
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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Quote:
Originally Posted by frickaline
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,
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Except that the monk in this level are not healers they are smiters and use I think only one healing spell and that is rare. I prefer to the phoenix last because I don't want to force my monks to have to deal with degen and hex removal and deal with spiking dmg at the same time. The dragons can do some serious spike dmg. If you start from the right, which I am not saying it is impossible, just don't think it is the best way, you start with degen, then elemental spiking after the dragon, then compound that with the necro curses.
Much easier to control the other way around, start at the far left with the monk.
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Jul 20, 2006, 02:04 PM // 14:04
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#27
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Wilds Pathfinder
Join Date: Oct 2005
Guild: [SWIM]/[HooD]/[RFE]
Profession: Me/
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i got masters with Right side, i prefer right side cause if you kill the monk boss (left) first, its gonna appear all way long, it is much easier if you go, mesmer>to>monk
and yes, 1 warrior is enough and it is do'able with 1 monk, also it is easier if you get 2 healer henchies, and rest all damage, i got masters with 3 henchies.
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Jul 21, 2006, 02:36 PM // 14:36
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#29
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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Quote:
Originally Posted by Indian
i got masters with Right side, i prefer right side cause if you kill the monk boss (left) first, its gonna appear all way long, it is much easier if you go, mesmer>to>monk
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What's the problem with the monk spawns showing up all the way through? They are smiters and not even very good ones at that. They are less of a problem then the blades in that level. But to each his own. There is no one way to do it.
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Jul 22, 2006, 03:06 PM // 15:06
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#30
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Jungle Guide
Join Date: Jul 2006
Location: SPAWN CAMPING YOUR HOUSE
Guild: We Speed Clear H O H [ HsC]
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Yeah,
start from the turtle, and look for masters groups in the mission waiting area, i almost got masters on it, 1 minute short
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Jul 23, 2006, 04:14 PM // 16:14
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#31
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Krytan Explorer
Join Date: Mar 2005
Guild: Sisters of Mercy
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Okay, I'm going to differ with most of the people here.
After having done all of Prophecies and 1/3 of Cantha on my Necro, Nahpui was the toughest mission to get Masters on, by far. You basically have to steamroll forward at all times, maybe uncomfortably so for those of you who like to be careful and co-ordinated. I also managed Masters on my Monk, who was Lvl18 and sole monk with a reckless team that just wouldn't stop for nothing (plus, we had 2 assassins that I was almost solely dedicated to keeping alive), so this is probably one of those times that being absolutely nuts is an asset. That team also had an excellent MM and interrupt Ranger, though. But make sure that everyone knows the route, or follows well. There's no margin of error, time-wise. One stop to rez or regen energy will just about finish off your chances at beating the clock.
Contrary to earlier recommendations, I say it's far better to start with the phoenix (far right orb entrance) first, then dragon, then turtle, then monk. Killing each of these bosses spawns celestials which all have the same skills. You do not want the monk and turtle bosses early on. My lvl18 Monk was easily enough to handle any degen and hexes, and our interrupt Ranger effectively kept much of the Ele spiking off our team going phoenix>dragon>turtle>monk.
A good team should have one (or two) who can contain aggro (usually warriors), a good interrupt ranger or anti-caster Mesmer (a big part of steamrolling this mission is keeping damage off your team), a competent MM, an echo SS who knows to throw SS on all the targets possible (rather than repeating it on the same ones), one healer and one support spirits or prot monk, and the rest all damage dealers. If one or both of the Necros have Ritual or BiP to feed the monks and eles (here, you definitely need to feed the eles), it's a definite plus.
You get a lot of mileage out of SS here, and MM helps a lot. But both are absolutely useless if you start the monk route, then turtle. This is because all the monk spawn will have spammable hex removal (bye-bye SS), and all the turtle spawn will use up all the corpses for Well of Weariness, which they can cast quicker.
Finally, on the last battle, focus fire on the boss. You do not need to finish off the other mobs in the area -- the clock stops when the final boss goes down.
Last edited by SisterMercy; Jul 23, 2006 at 04:20 PM // 16:20..
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Jul 23, 2006, 09:08 PM // 21:08
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#33
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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Quote:
Originally Posted by SisterMercy
You do not want the monk and turtle bosses early on.
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I still don't know why people say they don't want the monk early on. Can you tell us your reasons? I would rather deal with a weak smiter and an easily interrupted turtle early on then getting hexed and ele spiked throught the mission.
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Jul 24, 2006, 01:44 AM // 01:44
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#34
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Krytan Explorer
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4 warriors, 2 emo (fire/heal party), 2 monks
you should be done in ~18:00-21:00, kill the turtle boss last imo - gaze of contempt > enchantments.
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Jul 24, 2006, 02:03 AM // 02:03
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#35
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Krytan Explorer
Join Date: Mar 2005
Guild: Sisters of Mercy
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Quote:
Originally Posted by Cherno
I still don't know why people say they don't want the monk early on. Can you tell us your reasons?
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I did, further down in that post:
Quote:
... the monk spawn will have spammable hex removal (bye-bye SS), and all the turtle spawn will use up all the corpses for Well of Weariness, which they can cast quicker
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Be nice to your Necros.
Seriously, I did this with a few parties as an Echo SS, where they insisted on taking out the monk first. Even echoing it, the magic celestial ponies kept stripping it as fast as I'd cast it. There's two of them with each spawn, and each of them can spam hex removal twice in a row (observe it for yourself if you don't believe me).
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Jul 24, 2006, 04:15 AM // 04:15
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#36
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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Ah, I see now. Yep that would be a problem for an SS. Our MM didn't have a problem with the necro stealing corpses and we didn't have an SS. So in that case yeah, monk is bad for you.
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Jul 24, 2006, 04:34 AM // 04:34
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#37
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Desert Nomad
Join Date: Aug 2005
Location: Behind you with a knife
Guild: Celebrity Gangsters [FamE]
Profession: Me/
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I did it easily, 4 55-monks with 4 SS-necros and soloed each of the bosses similtaneously in only 3:32 minutes.
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Jul 24, 2006, 02:36 PM // 14:36
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#38
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Frost Gate Guardian
Join Date: Dec 2005
Guild: Quest Of Ages
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Quote:
Originally Posted by Cherno
I still don't know why people say they don't want the monk early on. Can you tell us your reasons? I would rather deal with a weak smiter and an easily interrupted turtle early on then getting hexed and ele spiked throught the mission.
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The Kirin also uses Reversal of Fortune as well as the earlier mentioned reverse hex. He's prot and smite. He will heal the things you fight. Bring good hex control, fight the monk last, and you will do just fine.
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Jul 27, 2006, 06:54 PM // 18:54
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#39
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Wilds Pathfinder
Join Date: Mar 2006
Profession: W/Mo
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Quote:
Originally Posted by TheEdgeMc
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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This is a thread about getting the Master's at Nahpui Quarter. Your method, while possibly "easier", will never get done within the Master's time.
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