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Old May 19, 2006, 02:11 AM // 02:11   #1
Pre-Searing Cadet
 
Join Date: May 2006
Guild: Magwa Sted
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Any tips for this mission ?
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Old May 19, 2006, 04:41 AM // 04:41   #2
Jungle Guide
 
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Join Date: Jun 2005
Location: Atlanta
Guild: GONG
Profession: W/E
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Bring a Bonder, kill the Juggernauts first and foremost at all times.
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Old May 19, 2006, 04:51 AM // 04:51   #3
Lion's Arch Merchant
 
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Location: New Jeresy
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use the trick given on www.guildwiki.org
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Old May 19, 2006, 05:35 AM // 05:35   #4
Frost Gate Guardian
 
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Join Date: Dec 2005
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Guild: [RoD]
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yup that trick works like a charm. after clearing the waves of kurzicks from the back, all you have to do is fight the first group and then all you do is walk in.
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Old May 19, 2006, 07:11 AM // 07:11   #5
Lion's Arch Merchant
 
Join Date: Jan 2006
Guild: Knights of the Void
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Today I did that mission. There were only a couple of afflicted left when I code 007'ed. Yep, all that work keeping the turtles and everyone else alive, and I errored out. I messaged one of the people whose names I remembered to appologise, but we were basically done with the mission. So now I have to redo it!
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Old May 19, 2006, 09:16 AM // 09:16   #6
Jungle Guide
 
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Location: South East England
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Managed to complete this one last night


A useful team might consist of:

2 monks (2 bonders or 1 bonder + 1 healer)
1 trapper ranger (my role last night to trap route of incoming and slow them down)
MM Nec
Ritulist (shelter etc)
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Old May 19, 2006, 01:56 PM // 13:56   #7
Pre-Searing Cadet
 
Join Date: May 2006
Guild: Magwa Sted
Profession: E/Mo
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OMG too easy with the trick, you can do it with the henchmen
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Old May 19, 2006, 03:09 PM // 15:09   #8
Ascalonian Squire
 
Join Date: May 2005
Location: Fredericksburg, VA
Guild: Littleman Clan
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Quote:
Originally Posted by freeze91
OMG too easy with the trick, you can do it with the henchmen
Could do it with henchmen before, without any trick.
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Old May 19, 2006, 03:25 PM // 15:25   #9
Ascalonian Squire
 
Join Date: Sep 2005
Location: Indianapolis, IN
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I beat it last night without the trick. Main things you will need are a good bonder and a good MM. We had a awesome bonder, he kept bonds on all the turtles and himself.

We had something like this...
1 Bonder
1 Healer Hench (yep hench)
1 MM
1 War
1 Ele
1 Sin
1 Ranger
1 Rit( i think)

BTW Beat it with masters.
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Old May 19, 2006, 07:26 PM // 19:26   #10
Wilds Pathfinder
 
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Join Date: Apr 2006
Location: In ur base...
Guild: The one true [Hope]
Profession: E/
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Beat it twice without resorting to tricks.

Good use of the turtles can make bad groups look good. I've seen them take out entire mobs without player assistance, so learn where to drop the smoke.

For insurance, bond the turtles and have the bonder assigned to keeping them alive.

Other than that. Just practice and try to avoid henchies, especially for healing. The mission area is usually pretty deserted, so it leads to some interesting party composition, but just go with it.
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