Jul 19, 2005, 10:09 PM // 22:09
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#1
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Academy Page
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Thunderhead Keep Success
On my seventeenth try I finished the Thunderhead Keep mission. And I did it taking the advice of the guy from Norway that said I was pretty stupid.
I went to Thunderhead Keep and decided that I would try what one of the responders said to try to succeed in the mission - try it with henchies. Well, that was the stupidest thing I had ever heard of but I announced to everyone in the district that I was gonna do the mission with henchmen. One guy said I was crazy and I said you want to know how I am gonna do it; and then I told him. I said we would move slowly forward stopping after every fight to heal & recharge and that after we got in the fort we would fire off a few shots from the ballistas but would basically just sit at the top of the fort & wait for the monsters to come to us.
He said he had failed the mission about 10 times and that he was game to come if I would invite him. I did so and we proceeded exactly as I stated we would. And then we did. The king tended to wander a couple of times but for the most part stayed pretty much at the apex of the top of the fort. The monsters would come in wave after wave but would kinda hold back a bit while we fought other monsters. It seems that if you don't challenge them they will hang back a bit instead of swarming massively over your position. This is the discipline of henchmen.
Anyway, we did just that and lo and behold we did it. Once we had 4 deaths, including mine, but after that it wasn't too bad at all. It is scarey because you have failed a lot and think the mursaat and jade bows are too tough. But I think they cause you to overplay the game.
Anyway, I have posted about this a couple of times and just wanted to add a little closure to the subject. Thanks for listening and all the advice. Mine is probably not the only way to play the mission but, for a monk, well, it worked for me. Onward.
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Jul 19, 2005, 10:19 PM // 22:19
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#2
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Krytan Explorer
Join Date: May 2005
Guild: Soul Devourers
Profession: W/Mo
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Congratulations!
I haven't beat it yet... but well i tried it only twice. May try what you did. Sounds interesting.
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Jul 19, 2005, 10:27 PM // 22:27
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#3
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Wilds Pathfinder
Join Date: May 2005
Location: Chico, CA, USA
Guild: Dragon Fang
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Good job. I like why have not gotten past this one yet. A the same part I've been too busy exploring to really spend too much time on missions.
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Jul 19, 2005, 10:57 PM // 22:57
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#4
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Wilds Pathfinder
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Congrats!
Henchmen can be more useful in some circumstances since they typically don't aggro too much, (notice typically) and focus fire on the target you are attacking.
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Jul 19, 2005, 10:58 PM // 22:58
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#5
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Wilds Pathfinder
Join Date: Apr 2005
Location: Anderson IN USA
Guild: Ecks Di [xD]
Profession: W/N
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the henchmen groups seem to work pretty well when you are a monk, because you can heal a little more reasonably then the henchmen monks do, so its easy to keep the group alive
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Jul 19, 2005, 11:00 PM // 23:00
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#6
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Banned
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Henchmen are underrated....
Henchmen stupidity is predictable, human stupidity isn't.
I did all ring of fire and abbadons with henchmen, would have done all 3 with em but my guild was on so I the other with them.
Henchmen are far better than people.
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Jul 19, 2005, 11:09 PM // 23:09
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#7
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Academy Page
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I wanted to point out that my character was a healer monk so that there was actually 2 healers & 1 protection monk in the group. If trying this with any other character you might want to consider asking a monk to join you. Refer them to this post and tell them that it can be done.
But as said, with a different character and only 1 healer might have been different.
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Jul 21, 2005, 08:49 PM // 20:49
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#9
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Ascalonian Squire
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thunderhead keep i gotta say was my most fun mission of all time. at the climax of the mission when you are defending the keep we had a healing boss spawn, and we were doing it with 7 PC players mind you. and we had no mesmer so she just kept healing herself. It was an epic battle of us trying to find SOME way to kill her off. we tried spiking, no game so what we ended up doing is grabbing one of the torches and luring her out into the artillary zone at which point 1 guy manned the turret while the rest of us spiked her. still took FOREVER to kill her. btw our party was 3 eles 2 monks and 2 warriors. so damage wasnt a problem she just out healed us.
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Jul 21, 2005, 08:56 PM // 20:56
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#10
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Krytan Explorer
Join Date: Feb 2005
Location: Austin
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I just saw this posting and it made me laugh. I did Thunderhead a while ago with my monk, but recently I re-did it a couple times for guildmates. After trying to run between gates and failing I remembered that the time we were able to finish we hit the approaching things alot with balistas which do really good damage. I couldn't think of any advantage to going anywhere near the doors when our goal was to protect the King, so why not just stay up there pound and keep our party together?
Anyway as we try it again before the mission even started I mentioned more than once that we should at least try to stay up with the King as one person in our group had failed at least 9 times doing it the other way.
As we enter the keep I mention it again, noone says no so I'm assuming we will try it. (I'm sure you can see where this is going) We kill the boss, we do the bonus and I'm the only non-hechmen monk and I'm up top with the King just like the plan, I fire off a couple shots with the ballista only I don't see anyone in my party. Then the health bars go down-down-down and I'm thinking WTF?!?. Turns out one warrior decided to run through the door and half the party and the henchies followed.
Withing 30 seconds most of the party is dead, the stadium is overrun and within a minute the King is dead!
I asked why they didn't follow the plan, and the only answer I got was, "sorry I'm just used to running out the door"
Luckily the next night they stayed up by the King and it was still difficult and long, but they made it through. We'll see what happens as I take my other characters through it...
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Jul 22, 2005, 03:27 AM // 03:27
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#11
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Academy Page
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I am glad to see that some others are confirming the viability of the "stay with the king" strategy. I have been thinking about the usefulness of having a couple of trapper rangers in the group along with the henchmen but have not refined my thoughts about this. But I am giving serious thought to traps helping in this mission.
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Jul 22, 2005, 03:32 AM // 03:32
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#12
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Ascalonian Squire
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I had the easiest time of my life there doing this:
2 warriors, 4 elementalist nukers (can sub a necro or a ranger but mostly you need meteor storm eles), 2 monks
at the end, we divided the team into two, 2 nukers and a monk to each set of catapults, and one warrior to stand behind the smoke phantoms near each gate, the fall back point would be the king if one side ever collapsed, no one died, king didn't get touched
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Jul 22, 2005, 04:44 PM // 16:44
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#13
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Frost Gate Guardian
Join Date: Apr 2005
Location: Indiana
Guild: Carpathian Mists
Profession: R/Rt
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Well good job to you.. I'm on my 109th try and still can't pass it... all most ready to quit the game over this....
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Jul 22, 2005, 04:51 PM // 16:51
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#14
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Lion's Arch Merchant
Join Date: May 2005
Location: Down The Road
Profession: R/Mo
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Quote:
Originally Posted by Vampyre
Well good job to you.. I'm on my 109th try and still can't pass it... all most ready to quit the game over this....
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I'm surprised you've attempted it that many times man...that really is bad luck. Well about the henchies, most people don't realize how usefull they are (although when they get stuck they can cost missions..) i've used henchies in missions since the dragon's lair and they've always made missions so useful and is better than most PUGS. Why? because they listen, follow you and focus fire, if most PUGS were more organized and had a good sense of teamwork then missions would be much more easier and henchmans won't be needed. I've also used henchmans for all my quests and exploring, they really are usefull and believe me you will have better sucess rate with henchies even in the last missions compared to some PUGS (you'd expect people to have been skilled and good teamworkers by then but you still get some maniancs)
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Jul 22, 2005, 06:45 PM // 18:45
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#15
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Academy Page
Join Date: Jun 2005
Location: Sweet Hillsides
Guild: Dragons Family (DF)
Profession: R/Mo
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Quote:
Originally Posted by Vampyre
Well good job to you.. I'm on my 109th try and still can't pass it... all most ready to quit the game over this....
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Oh don't give up. My husband, who is very skilled at these games (and who is completely responsible for my current addiction to GW) tried a LOT over the past few days, with humans and henchies.
He called me (at work) a couple of hours ago to tell me that he'd finally succeeded (and now he's going to have to hold my hand through it when I get to it). So don't give up!
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Jul 22, 2005, 07:07 PM // 19:07
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#16
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Lion's Arch Merchant
Join Date: May 2005
Location: UK, Bristol
Guild: Gwen's Red Capes [Gwen]
Profession: Mo/R
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Well, after yet another disastrous PUG I decided to give the henchies a go after reading this at work earlier.
Lo and behold I got further than I ever had with real people.. I've just exited the game, I didn't finish the mission but it definately feels more doable now.
One question. How close to the end of the mission are you when this thing turns up? It proved my undiong, got it to 1/4 health and then it kept going back upto 2/3 or 3/4 health everytime we got it back down reckon i can take it with a bit of skill fiddling tho.
Evil evil evil Perfected Armor
Edit: Forgot to mention, I swapped to n/mo from n/e so I would be able to keep the king alive on the trek upto the keep - and it resulted in the easiest ascent I've ever had. People suck!
Last edited by Shamblemonkee; Jul 22, 2005 at 07:10 PM // 19:10..
Reason: extra info
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Jul 22, 2005, 07:14 PM // 19:14
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#17
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Ascalonian Squire
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shamble you just got unlucky on which boss spawned for you. you were close to the end very close in fact. if you try it a few more times perhaps youll get a ranger or a ele boss, makes things a lot easier. i have found that having just 1 interrupter ability makes this whole mission a LOT easier because of healing bosses.
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Jul 22, 2005, 07:17 PM // 19:17
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#18
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Ascalonian Squire
Join Date: Jul 2005
Guild: Angels Of Reckoning
Profession: N/R
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Man the Thunderhead Keep mission was 1 of my favorite ones right behind Aurora Glade.
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Jul 22, 2005, 07:21 PM // 19:21
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#19
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Lion's Arch Merchant
Join Date: May 2005
Location: UK, Bristol
Guild: Gwen's Red Capes [Gwen]
Profession: Mo/R
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I quite enjoy this mission, it's just frustrating that I've found it so tough so far with real people, I would have thought that the ascension missions would teach people at least the basics of focus fire and teamwork. Yet some teams I've had were a comedy of light and magic flying everywhere
Thanks for the encouragement Tinweasle, I'll be sure to try it again with henchmen - it was fun actually - enebled me to go at my pace and as always the mission is a good way of earning cash
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Jul 22, 2005, 08:03 PM // 20:03
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#20
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Frost Gate Guardian
Join Date: Jun 2005
Location: Ireland
Guild: DUK
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Thunderhead keep was a fun mission, a bit long but fun.
I had friends on ventrilo with me doing it, they kept saying it had been made harder ina patch. We also had an idiot in our team who wasn't infused, it got to a stage the monks left him dead for 20 mins.
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