Mar 05, 2006, 02:49 AM // 02:49
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#1
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Ascalonian Squire
Join Date: Feb 2006
Guild: LON
Profession: Mo/W
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Who wants free money? (Sick and tired of Thunderhead Keep mission...)
Well, today is the day I failed Thunderhead keep mission for the 16th time. And quite frankly I'm sick and tired of this..
What I offer is 1k to each person in my group who makes us pass this mission.. I'm looking for a guild mostly...
This mission is ruining my game experience.
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Mar 05, 2006, 02:52 AM // 02:52
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#2
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Banned
Join Date: Nov 2005
Location: Northern California
Guild: HoTR
Profession: N/Me
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youch....I'll do it for free if you still need it when I get home......I have a healer monk that can save some asses and fire off two catas, and I've even completed this bonus 3 times so I know it well
/w me *pinay protector
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Mar 05, 2006, 02:55 AM // 02:55
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#3
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Ascalonian Squire
Join Date: Feb 2006
Guild: LON
Profession: Mo/W
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Oh I got a group now. If they don't pass, ill still be looking for another guild
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Mar 05, 2006, 03:12 AM // 03:12
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#4
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Frost Gate Guardian
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Quote:
Originally Posted by X Drummer X
Well, today is the day I failed Thunderhead keep mission for the 16th time. And quite frankly I'm sick and tired of this..
What I offer is 1k to each person in my group who makes us pass this mission.. I'm looking for a guild mostly...
This mission is ruining my game experience.
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Hey man,
I help buds with this mission all the time.
Here's a basic run down of all you need to do:
1 - Get a party that has what you need:
--- Healer monks x 2
--- Nuker Eles x 2
--- Tanks x 2
--- Mesmer (lock down preferably) x 1
--- Ranger (for pulling, interuppting) x 1
Obviously, these builds are easy to find. Since everyone has access to what is needed. The difficult part, is having them all in the same district and not be complete block heads.
2 - Start the mission before the impatient ones leave.
3 - Make sure everyone knows the easy-game-plan that they should follow:
--- Game Plan:
Start the mission slow. Do not run past mobs. A monk should speak to the king. Both monks and nukers should remain behind the tanks at all times, far away, and only run up to help heal or drop their bombs. Tanks should do their normal business, keeping everything away from the casters. Note: Keeping your monks/casters far enough away prevents arggo to them nearly every time. When they come up in after the initial fight, they're home free. Slowly do the entire mission, bit by bit. Once you reach the Keep itself, the real game will start (since the first part getting there, is rather simple).
Once you are at the Keep, it's a good idea to start by killing everythign on top of the Keep from Right to Left. Then go down and kill your boss-man. Here's the cut-scene.
Make sure and leave the King where he stands. This is your new home. Camp the entire party here. There are 4 ways into this tower where everyone is. Station a Tank on the two main stairs. Their job is merely to block the incoming small mobs. If everyone follows the small groups as they come in, it's easy to focus them down, before the next arrives each time.
Do this until the Mantle/Murassat finish each wave. It's actually quite easy even with new people. Tanks in the front, on the stairs, everyone else near the king. Heal, bomb, nuke, etc. No special skill required at all. It's the formation and the location that makes it work.
Then Confessor Dorian shows up. Everyone is free to walk down and pound him.
4 - Once your game plan is well known to everyone in the group, make sure they follow it. Use the arggo bubble to initiate commands, ie: where to stop, who to attack, where to watch, etc.
5 - If it doesn't work, I'm sure someone here can help you. I would even help along with others here I'm sure
Cheers!
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Mar 05, 2006, 03:17 AM // 03:17
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#5
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
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This is a good example, a very hard mission with PUG and an easy one with henchies.
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Mar 05, 2006, 03:29 AM // 03:29
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#6
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Banned
Join Date: Oct 2005
Guild: Ogmios Graybeards
Profession: W/
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I've done this mission 11 times successfully. Here's my build: Henchies.
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Mar 05, 2006, 03:39 AM // 03:39
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#7
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Valkyrie Einherjar
Profession: Mo/
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THK too easy...
For W/Mo:
Bring some (but obviously not all) of Mending, Healing Breeze, Watch Yourself, Endure Pain, Defy Pain, Healing Breeze, Life Barrier (for king, I believe it reduces the damage from the Spectral Agony, keeps him alive a bit longer), Heal Other (in case something gets to the king to aggro him), Shield of Judgement, Smite Hex, and some offense (no Dolyak Signet, it slows you down).
Bring henchies.
Get to keep.
Grab torches used for bonus. Do not use for bonus.
Hold Torch in front of king and make sure to grab all aggro and let nothing through to the king. Act like a gear tank for SF farming, etc. I repeat, let nothing through to king. Select enemies and use Control + Shift + Space to make henchies attack.
Eliminate enemies weakest to strongest.
I repeat, let nothing through to king.
Mission is too easy if you know how to do this. In fact, I tend to think of it as cheating.
For other professions, it is similar. I've done this with R/Mo as well as W/Mo, easier with the R/Mo, but maybe because I had more experience with W/Mo, both were easy (yes, I did it plenty of times with my squishies first).
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Mar 05, 2006, 06:51 AM // 06:51
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#8
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Banned
Join Date: Sep 2005
Location: /B/Chan
Guild: Looking for one
Profession: W/
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PUGs are ruining your gaming experience give henchies a try.
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Mar 05, 2006, 07:09 AM // 07:09
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#9
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Krytan Explorer
Join Date: Mar 2006
Location: You should know
Profession: W/
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yeah man tunderhead with henchies is easy
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Mar 05, 2006, 05:41 PM // 17:41
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#10
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Ascalonian Squire
Join Date: Jan 2006
Location: Euro
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Just take henchies and camp the king You might wanna take some heals with you if you're a /mo but the king's health never went below 3/4 last time i did it so dont worry if your not /mo
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Mar 05, 2006, 06:02 PM // 18:02
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#11
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Krytan Explorer
Join Date: May 2005
Profession: Mo/
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I did this mission with PuGs over 8 times and failed miserably. I decided to give henchies another try, beat it the first shot. It's the way to go! If you really want to just get through the mission, I highly recommend not to do the bonus. It's just 1k exp which is not worth it compared to the time it might cost you to redo it if you couldn't handle the extra mursaat.
The only missions I have problems henching is Ring of Fire and Hell's Precipice. Mainly due to the AI's responses. Eg: When breaking through the mursaat fortress, henchies are really interested in dying to the towers. Or basically the fact they don't use res sigs and expect the monks to res in midbattle.
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Mar 05, 2006, 06:48 PM // 18:48
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#12
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Jungle Guide
Join Date: Oct 2005
Location: Sept-Iles, QC, Canada
Guild: Les Tricératops Sont Nos [Amis]
Profession: Mo/
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PM me if you still need help, I'll take my nec and run Blood Spike/Battery for ur monks ;P
I'll def. help out if I'm available
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Mar 05, 2006, 07:21 PM // 19:21
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#13
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Forge Runner
Join Date: Sep 2005
Location: Uk,Wales
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*sigh* thunderhead keep is easy if you know what your doing ^^ , get to the end , camp at the steps with 3 trappers and your sorted.
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Mar 05, 2006, 09:31 PM // 21:31
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#14
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Grotto Attendant
Join Date: Mar 2005
Location: A little chalet outside Drok's
Guild: Natural Born Killaz
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The "Bug light" trick is the way to go. After the cut scene, the tank grabs one of the torches and stands on the beacon platform opposite the King. Casters man the catapults to soften the enemies up, once they get inside, let them come to the tank (the one with the torch) & start Nukin'!!!! the Monks stand by the king and keep the tank alive. If you've got a ranger with traps, have him/her run in and trap at the tanks feet. If the tank can bring an AOE (Mine enjoys "whirlwind" + aftershock" ) that will help take them down quicker. IMPORTANT: The tank CANNOT drop the torch, or they'll lose interest and take off after the King. 2 more tank skills I've found useful are Doylak signet (as you're just standing there, anyway) and Gladiator's Defense (let them beat themselves up a bit.)
The benefit of this is that you can keep everyone focused on the same area and not have everyone scattered to the 4 winds - which is the number one party killer in this mission.
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Mar 06, 2006, 12:40 AM // 00:40
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#15
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Wilds Pathfinder
Join Date: Oct 2005
Location: European Union
Guild: The Amazon Basin
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Henchmen tips
I did this mission today with henchmen on my Mesmer/Monk.
I took everyone but Little Thom. I wanted just one tank, to act as a focus for spells. It makes healing, protection, condition and hex removal so much easier with just the one to worry about.
Two really important things I brought with me that henchies don't provide were the condition and hex removal... namely Mend Condition and Shatter Hex. They keep the party healthy and turn enemy hexes into your own weapons.
Next I loaded up to kill bosses. That means shutting down their self-healing, negating defences, and doing sustained damage. As a mesmer, I brought Diversion and Cry of Frustration for shutdown and Wastrel's Worry for damage (oh how it shines against boss's natural resistance!)
Lastly I brought Restore Life just in case. It brings henchies back with energy so that they're good to go right away. Mhenlo still heals like a trooper after a quick dirt-nap.
I didn't really need an elite skill. I brought Mantra of Recovery, but I would have gotten away with just Energy Tap I reckon
I got the bonus as the same time. May as well... the mursaat aren't THAT tough
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Mar 06, 2006, 02:44 AM // 02:44
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#16
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Forge Runner
Join Date: Feb 2006
Location: UK
Guild: Duality Of The Dragon
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If your looking to do it with people and not henchies. Not saying theres anything wrong with them but you might prefer something a bit real. Since hench can't exactly launch those large spear shooters. Against mursaat or general enemies. Have a mesmer handy to shut down and interrupt. A decent mesmer should be able to slow down a group of enemies damaging capability.
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Mar 06, 2006, 04:54 PM // 16:54
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#17
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Krytan Explorer
Join Date: Feb 2006
Guild: guildless
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/Signed ----> henchies are the way to go!
But if you prefer real ppl , another advice (don't think it's been mentioned yet, and I'm not sure it's the way to go, worked for me): Kill Mursaat boss last! I know it sounds crazy...but he's very hard to kill, and if you don't take care of his jades/mursaat casters first, they gonna get you while you try to kill him. As soon as my group adopted this tactic...whoaa gets alot easier!
Secondly, stay close to the king, go to the front doors only for easy kills. If anything goes astray, fall back to the king, coz it's excellent defense position.
Thirdly, use ballistas. U can see by the scorchmarks outside where it's gonna land - use it to your advantage, and you can easily fall back to the king's position. Being a nuker, I took this position because I can easily shower them from above
And no hero acting and headrushing. If it becomes hot -> immidiate fall back.
Oh yeah, try to pack some interrupts for the monk boss - he is hard to kill....or am I repeating myself?
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Mar 06, 2006, 07:05 PM // 19:05
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#18
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Krytan Explorer
Join Date: Oct 2005
Location: Italy
Guild: Lupus Et Agnus
Profession: R/
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1-henchies
2-stay with the king
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Mar 08, 2006, 06:56 AM // 06:56
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#19
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: W/Mo
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I dont know why people say not to do the bonus, it actually helps the mission. This is what you do, you get two people to light the torches activating the bonus. Then everyone gets behind the king. Like 6 Jade come in and move around under the stairs inside the fort. Now when other "mission" enemies come in, the "bonus" jade will fight them for you untill they all die. Ive done this a couple times. The bonus actually makes the mission easy. Its important to not aggro the bonus jades though.
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Mar 08, 2006, 10:11 PM // 22:11
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#20
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Krytan Explorer
Join Date: Jan 2006
Location: Wisconsin
Guild: dth
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