May 23, 2006, 12:15 AM // 00:15
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#1
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Is Thunder Head Keep still henchable?
Ok, I'm trying to get my mesmer to Ember Light Camp, I've been henching this mission for quite a number of times already. It appears that my full hench team always die when I'm up against the level 28 Mursaat bosses.
It appears that the "Perfected Armor" mursaat warrior boss and the mursaat elementalist boss seems to be able to wipe my hench party with ease.
The question now I am asking is:
1. Is this mission still henchable?
Are the bosses level 28 before? Or the recent updates have buffed the bosses to level 28, thus slightly increasing the difficulty of missions with lots of bosses?
If this mission is still henchable, does anyone has any advice to offer to me?
i.e:
- What henchies to bring along
- What build to use
I'm Me/N
Thank you for your time.
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May 23, 2006, 12:45 AM // 00:45
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#2
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Wilds Pathfinder
Join Date: Sep 2005
Location: 7°13'35" E - 50°06'27" N
Guild: Servants of Fortuna [SoF]
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I didn't do the mission after the most recent updates, but I don't know of any changes that would make it non-henchable. To my knowledge, Mursaat bosses, or bosses in the Southern Shiverpeaks in general, have always been level 28.
What henches to use is a matter of taste. As a Me/N I would bring interrupts (of course), some degeneration (for those thick armored bosses) and maybe Well of Blood (additional healing for the whole party is always nice to have). However, much more important is probably how you approach the siege. Most commonly agreed as the easiest way is to camp upstairs right in front of the King. Let everything come to you, don't move away from there too far, maybe just a little to intercept mobs coming from the sides. But then, i think there are already plenty of threads here on how to do THK.
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May 23, 2006, 12:49 AM // 00:49
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#3
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Jungle Guide
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Ok, Perfected Armor has always been hard for casters and due to the recent updates, all bosses now do double damage and their skills take half the time to activate. Perfected Armor already did massive amounts of damage before to low AL professions but now the damage is doubled so you can imagine...
It's the same with the elementalist boss. Chain lightning now activates twice as fast and does double damage. Nice touch Anet.
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May 23, 2006, 12:51 AM // 00:51
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#4
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Black Widow [Wi] / Team Dangerous [DnG]
Profession: W/Mo
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i just did miss+bonus with hench as a warrior, so yes it is possible, i faced the monk boss tho
my advice would be to hang up near the king and jump on anything that comes asap, when the mursaat boss comes u should generally leave him and kill anything around him, killing bosses takes a while u dont want enemies building up on you so just kill them and leave boss for last (at least this usually works for me)
As a Me/N i cant really help u atm but i would suggest you bring anti-caster skills from the mesmer lineup and anti warrior stuff from the necro lineup, or just bring anti warrior stuff from mesmer lineup as well and make sure u can manage your energy well.
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May 23, 2006, 05:17 AM // 05:17
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#6
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Jungle Guide
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With my mesmer...
Last edited by Matsumi; May 27, 2007 at 07:29 PM // 19:29..
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May 23, 2006, 05:21 AM // 05:21
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#7
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Desert Nomad
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Think about what you're going to be up against, and what you'll need to bring to counter that.
Jade Armor - very hard-hitting attacks, you should disable these or lessen their efficiency somehow
Jade Bows - not as powerful as the Armors, but still deadly
Mursaat Eles - slow-casting spells, they hurt if you let them finish casting
Mursaat Mesmers - very fast casting spells, not much offensively other than the occasional Energy Surge
Mursaat Necros - strong self-preservation, very annoying hexes
Mursaat Monks - Orison-spammer, relies on Aura of Faith for maximum efficiency
Anti-warrior:
Ineptitude (E) (deals a lot of armor-ignoring damage and blinds)
Clumsiness (general armor-ignoring damage)
Anti-caster:
Power Return (quick to recharge and cheap. Returning energy to the caster isn't a problem since mobs have more energy than normal)
Anti-everything:
Images of Remorse (cheap, spammable damage)
Energy Management:
Power Drain (also doubles as interrupt)
Inspired Hex (also doubles as hex removal, useful earlier in the mission)
Drain Enchantment (also doubles as enchantment removal for Aura of Faith/Mark of Protection)
Resurrect of some sort (keep in mind you'll need it quick, and you'll be close to whoever's dead)
As for tactics, stay up near the king, don't be tempted to go down to the centre as the king may be ambushed. Kill things one at a time, since henchies respond very well to calls, you should be able to spike your first enemy dead within a few seconds (with you using Inep/Clums/IoR). Use that to your advantage and take out whatever's most dangerous to you.
I used to kill bosses last since their deaths trigger the next spawn, but with this new update (link?), this may change.
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May 23, 2006, 06:06 AM // 06:06
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#8
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Jungle Guide
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Actually, even with the update, the perfected armor and other bosses were still toast when I played my mesmer. It's alot more fun to do the bonus with a mesmer than anything else I have. Just make sure to kill all the surrounding guys first before focusing on the boss. Mhenlo and Lina do a good job at keeping the king alive usually.
That SS with my mesmer was taken just today, because I lost my other SS for some unknown reason, so I went to go do the bonus again. Just to give you an idea of what types of things to bring
Perfected armor got smoked, along with his buddies too. Of course it's always better to take out everything and ignore the boss for last.
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May 23, 2006, 06:21 AM // 06:21
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#9
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Wilds Pathfinder
Join Date: Jul 2005
Location: Where all the fluffy Pomeranians roam free... <3
Guild: The Nephilim of Grenth [Neph]
Profession: E/Mo
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Don't the bosses deal 2x as much damage now? Or is that just in factions...
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May 23, 2006, 08:04 AM // 08:04
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#10
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Wilds Pathfinder
Join Date: Sep 2005
Location: 7°13'35" E - 50°06'27" N
Guild: Servants of Fortuna [SoF]
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That's what MaglorD said up there. I was under the impression that was only in Factions, but then I haven't played too much Prophecies since the release. I have, however, henched all three fire island missions recently (with my ranger) and those didn't seem any harder than before.
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May 23, 2006, 08:45 AM // 08:45
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#11
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Desert Nomad
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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Diversion him to death :-P
But no really...Its easily henchable (I even managed to get the bonus...with some henchie coaxing)
Try aoe everything...heals damage disruption. The more discord there is, the better the henchies insta-reaction time seems.
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May 23, 2006, 11:58 PM // 23:58
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#12
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Jungle Guide
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I haven't noticed any difference in Tyrian bosses even after the release of Factions.
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May 27, 2006, 02:57 AM // 02:57
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#14
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Pre-Searing Cadet
Join Date: May 2006
Profession: W/Mo
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This mission is making me go crazy also! People will just quit out on you or go AFK right at the beginning or end and WTF! I have tried this quest about 15 times in the past 2 days. it just gets unbeliveably fustrating and now seeing that ppl used henchs to beat it i'm speachless. I am a warrior/monk so its hard for me to get in a party quick but still don't understand what i'm doing wrong. I have tried staying by the king and at the doors but still fail either due to monks going AFK or ppl just not listeing. I'm gonna try tomorrow with Henchs but if anybody that knows how to do this extremly well i would more then greatly appricate your help because it is my first time getting thru GW.
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May 27, 2006, 07:56 PM // 19:56
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#15
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Lion's Arch Merchant
Join Date: Aug 2005
Location: Tampa, Florida
Guild: Sticks and Stones
Profession: R/Rt
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Did THK last week with my fire nuker, because I hadn't played the toon or the mission in a long time, and didn't want to get too rusty. Took all henchmen except Little Thom and it went smooth as silk. Nobody died, although Eve came close a few times. The perfected didn't show, but don't think it would have mattered much. Don't really see a difference in the mission.
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May 27, 2006, 08:04 PM // 20:04
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#16
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Krytan Explorer
Join Date: Apr 2005
Profession: Me/N
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Lighting the beacon attracts more guys. If you hope to hench the mission, you can't do the bonus, not easily anyway. If you had 2 people (one to man the catapults, one to control the courtyard with hench), then you could do the bonus.
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May 27, 2006, 08:16 PM // 20:16
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#17
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Lion's Arch Merchant
Join Date: Oct 2005
Profession: Me/Mo
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jsut did thk last nigth with my canthan war, ill say its still ehnchable for sure
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May 28, 2006, 08:46 AM // 08:46
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#19
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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Carth is right. I know because I've done all missions with henches.
Some mission bonuses are difficult to do with henches - I still haven't managed to get Dunes of Despair and Aurora Glade bonus with henches.
As an aside, the trick to doing Aurora Glade (the jungle portal attuning mission) with henches is to take the portals in the right order: closest, furthest, middle. Just ignore the enemy and run. The bonus, however, is to kill the opposing commander, which means fighting about 50 white mantle at the same time as keeping them from the altars.
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May 28, 2006, 08:53 AM // 08:53
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#20
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: True Cinema
Profession: W/
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it completely depends whether you get the monk/warrior bosses or not.
everything else in THK is henchable.
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