Dec 13, 2005, 11:37 PM // 23:37
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#21
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Furnace Stoker
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The back way is horrible...
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Dec 14, 2005, 12:55 AM // 00:55
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#22
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Ascalonian Squire
Join Date: Dec 2005
Location: Washington
Guild: The Army of One
Profession: W/P
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lmao if u take the back way.... be prepared for an extra 1 1/2 hours of playing.... NEVER EVER take the back way!!!
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Dec 14, 2005, 12:58 AM // 00:58
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#23
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Krytan Explorer
Join Date: Oct 2005
Location: Italy
Guild: Lupus Et Agnus
Profession: R/
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The back way is harder, but not SO hard, imo.
And you have to go there to cap a ranger elite (incendiary?).
@Kazamafury: go with 1 human player and 6 bots.
One take the bots away and the other lures small groups away from the door with a long bow.
Last edited by Mahanaxar; Dec 14, 2005 at 01:01 AM // 01:01..
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Dec 14, 2005, 07:36 AM // 07:36
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#24
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Lion's Arch Merchant
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In Ring of Fire, with pug groups I've almost always gone the back way, as it's much easier to do the mission and all your skills caps once, then having to go back again several times to try to get a skill.
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Dec 14, 2005, 07:57 AM // 07:57
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#25
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Banned
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You need the back way to cap spike trap.
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Dec 14, 2005, 02:36 PM // 14:36
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#26
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Krytan Explorer
Join Date: Feb 2005
Location: the Netherlands
Guild: Lovers of Whisky and Women (LWW)
Profession: E/
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Quote:
Originally Posted by Arcanis the Omnipotent
Couple of days ago I was in Perdition capping elites, and that first group of Flesh Golems and Hydra right outside the gate all sorta bunched up on the right side.
They just walked right into each other's path and started a staring contest. I walked past them just fine. I even died, rezzed back at the gate and they were still standing there. In fact, it looked like another patrol had joined them.
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Same here. Attack one mob and they start patrolling again...
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Dec 14, 2005, 03:56 PM // 15:56
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#27
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Krytan Explorer
Join Date: Aug 2005
Location: Sooner Nation
Profession: Mo/
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funniest thing to do at THK is to not kill the ele boss in the center, and bring nothing but casters and rangers. the cut scene wont happen, but eventually, the enemies will start coming. the doors will not open and you can nuke, spike, poison, curse, etc... everything to death from outside the doors. oh yea, and the catupults help as well
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Dec 14, 2005, 04:22 PM // 16:22
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#28
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Academy Page
Join Date: Sep 2005
Location: The White House
Guild: [FRAG]
Profession: Me/N
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I've seen a lot more bugs/graphics glitches lately.
*Maguuma mission where one of our tanks was in the air for a few minutes.
*Another Mission where I crossed a bridge and suddenly found my self in the ravine below, then popped up again... on the wrong side of the bridge, in the middle of a huge mob.
*in a 3-man UW team where the 55Mo and I had died (spiteful Necro), and the 3rd monk was waiting to rez (everything about that run was going WRONG) - but the aataxes wouldn't move. they stood on our dead bodies at the dias for quite a long time. he eventually walked down there, stood RIGHT NEXT TO them, /waved, /shoo'd, and /scared them. Nothing. I was having hysterics from laughter. As soon as he rezzed one of us - they sprang to life and killed him.
i really wish no one showed up at Thunderhead. certainly would make that easier.
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Dec 16, 2005, 08:43 PM // 20:43
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#29
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Ascalonian Squire
Join Date: Oct 2005
Profession: Mo/N
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My first two tries at THK were miserable. Didn't really have an idea of what we were supposed to do, barely made it to Dagnar the first time. Second try, we did fine with Dagnar, but then I didn't know what was up with the gates, we didn't have anybody on the catapults, next thing I know Ironhammer's dead...
Third time was pretty awesome. We had a good group, and waltzed to the fort, killed Dagnar, and then once the first couple of little groups came at us, we waited. and waited. and waited. and waited. After a while, we walked outside. The monk boss to the North was fighting with a Mursaat Necro for whatever reason. We eventually braved the area, and killed the monk boss. That seemed to start the cogs and wheels of the mission again, but we had one or two manageable groups at a time, and never were overwhelmed. Eventually, the bosses showed up, and the mission was over... 'twas a good time.
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Dec 16, 2005, 10:50 PM // 22:50
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#30
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Lion's Arch Merchant
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Quote:
Originally Posted by Merry Madrigal
There ARE some weird glitches when mobs get stuck.
Yesterday doing Iron Mines we got to the final fort only to find - NO Markis!
We had to work our way ALL THE WAY back down the zone past all the mursaat to finally kill him.
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I've had this once before too
And as for the wierd graphical glitches someone mentioned, those only happen sometimes when something's loading and you alt+tab.
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Dec 17, 2005, 11:11 AM // 11:11
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#31
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Frost Gate Guardian
Join Date: Aug 2005
Guild: sing
Profession: W/Mo
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don't know why but with my first character i tried this coop only 2 time before success....
but now with my 2nd character i try it 3month ago withtout success
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Dec 17, 2005, 11:44 AM // 11:44
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#32
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Academy Page
Join Date: Sep 2005
Location: Venezuela
Guild: Lord
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I passed it with my first char in my 2nd try (had a guildie to help me out) and I passed it yesterday with my second char, just got into a group of some guild people that needed another ranger. Had 2 trappers, 2 eles, 2 monks, 2 warriors then we just split and covered the gates, 1 ele dropped so we had 4 at west gate and 3 at east, still wasn't a problem.
So my advice if you can't hench it: try to get into a guild group :P
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Dec 17, 2005, 10:34 PM // 22:34
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#33
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Lion's Arch Merchant
Join Date: Aug 2005
Location: England
Guild: RoA
Profession: R/
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Quote:
Originally Posted by Hockster
You need the back way to cap spike trap.
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no you can cap it at the start of a ranger ettin
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Dec 18, 2005, 08:04 PM // 20:04
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#34
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Raged Out
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Quote:
Originally Posted by BBoy_Manchild
im the one facing backwards :P
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that happened to me at Hells Precipice, im holding the Shield of the Wing.
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Dec 19, 2005, 11:45 PM // 23:45
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#35
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Lion's Arch Merchant
Join Date: Apr 2005
Location: in my house
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Thunderhead keep is very easy. Its freaking long and boring though.
When you cleared all the stone summit at the end (just before the mursaat start comming) have two people light the 2 closest beacon(1 east and 1 west) and retreat back to the king as soon as possible... Stand there and way about 20 minutes or more (without moving too much to agro mursaat in the middle of the place).. that part is so long -_-.
Then after the big amount of mursaat and white mantle killed each other, new one will start comming to you in group of 2 for about 10~20 minute or so until d'orian finally comes. (you can kill most of them with the catapult if you're fast enough.)
Kill d'orian and his allies then "tada!" bonus done... talk to the king and "tada" mission done.
I've done this mission 4 time and only died the first time i tried because i didn't light the beacons.
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Dec 20, 2005, 03:22 PM // 15:22
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#36
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Forge Runner
Join Date: May 2005
Location: Alaska
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I've only tried the mission once last night and failed. Well the only group I could get into consisted of a warriors and necros and we took one healer hench which was probably a lot of the problem. Then by the end (we kicked ass) when the mursaat arrived... hell broke loose. I think all the torches were light but I don't know... but those mursaat did not just wander around. They came through the gates and made a beeline right for the king. Of course we only had one healer hench who doesn't heal the king...
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