May 18, 2005, 07:53 AM // 07:53
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#21
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Frost Gate Guardian
Join Date: Apr 2005
Profession: R/Me
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Quote:
Originally Posted by super dooper
aha, I try to run through it every now and then too, furthest I've gotten is to some Mountain Trolls (which I think was a wrong turn.. *grrrr*). I don't see how you can kill those worms, they always go back down as quickly as they pop up.
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The worms really arent that hard ... all you need is about 2 warriors and at least a monk to back it up...
The error most people make is that they START TO RUN ... then you have a problem because then the worm will go underground, and then you have a problem, as it will knock you down or go for the softer targets (read monk)... thats why you will only succed with a well organized party, which doesnt run and cry for their mommies the moment a wurm pops out....
If your warriors just stay put attack and get healed by a monk, the wurms are less dangerous then any other creature... just dont run from them...
EDIT: Personally if i find those Avicaro harder, they just gang up and they are sooooo tough, i mean they kill me faster then a wurm does for that matter... and they are usually with the 5 of them...
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May 18, 2005, 09:36 AM // 09:36
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#22
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Ascalonian Squire
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This is before I knew you could get to the Forge and other places after Ascendion...
I went to the Beacons and got a party of 6 human players. We went through Lornars Pass and I'm not going to lie it was extremely difficult, but I'm thankful we had smart and very patient party members. We got through Lornars Pass, then the next, and then the next area. Finally, after about 50 deaths and many hairs being pulled from my head we arrived at Camp Rankor. It took us a good 3 hours or more to get through all of that with lvl 20+s and might I add that half way through it everyone left and there were ONLY 3 of us left? and we managed to make it to Camp Rankor. When we got to Camp Rankor 1 of my newly formed friends expressed their exhaustion in public chat and people couldn't believe that we made it through coming from Lonars Pass (w/e its called ) and I will be the first person to tell you that it's not a good idea. Please, for your own sake...wait till ascension.
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May 28, 2005, 11:00 AM // 11:00
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#24
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Desert Nomad
Join Date: Apr 2005
Guild: Centurion Guard
Profession: Mo/E
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Wish my group had known this before wasting 5 hours >_<
We reached the Dreadnaught area and gave up after we couldn't make any headway due to the mass of creatures.
It was a damn good group too in terms of brainpower.
Maybe not the best power wise, but we sure had determination and tactical knowledge.
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May 29, 2005, 06:49 AM // 06:49
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#25
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Krytan Explorer
Join Date: May 2005
Location: Texas
Guild: NOT-Nomads Of Turmoil
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Believe me when I say & agree with all those who've already pointed out that (a) you don't and shouldn't attempt going thru Lonar's Pass as a continuation of your game....just because it "appears" to be the route. Also previously stated, going thru the bowl continues you to the next area where a mission exists that gets you further. If you look at one of the maps on here, fully labelled, then do missions in order (Since they usually take you to a new town).....you'll see that near the end is where you wind up in the forge area.....NOT before.
I made my first attempt at the pass last week with 6 lvl 20's...don't know who if any had ascended at that point..I haven't although my Wa/El is lvl 20.......we made it to the next area by the skin of our teeth...only to see sooooooo many red dots right off the bat that it was pointless. Yeah the worms are a b***h, but with a good tank/healer/El/Mes and provided there aren't more mobs close by...the worms weren't that bad. Get some poison in em, burn em a lil and hack the crap out of them .....everyone lives...not to mention if you have a Ranger with a pet....let the pet get to worms attention :-) I plan on going back after ascending and upgrading to max armour + some added skills....til then....Lonar's Pass can stay aLONE
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May 29, 2005, 06:57 AM // 06:57
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#26
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Desert Nomad
Join Date: Mar 2005
Location: Seattle, Washington
Profession: R/E
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We got to the dreadnaught area before we gave up too.
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Jun 01, 2005, 03:17 AM // 03:17
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#27
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Frost Gate Guardian
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i think with lornars pass the devs didn't know what to do with that area so they gave a mouse to a baby to play with as a toy and let it click red dots all over the map until it got bored, but the baby didn't get bored for a looooong time
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Jun 01, 2005, 04:20 AM // 04:20
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#28
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Black Beast of Aarrrrgghh
Join Date: May 2005
Location: The Netherlands
Guild: The Biggyverse [PLEB] // Servants of Fortuna [SoF]
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Quote:
Originally Posted by Lasher Dragon
We tried Lornar's Pass last night. Let's see, there was 20 R/W (me), 20 E/Me, 20 W/E, 17 R/Me, 16 Mo/E, and Alesia the Worthless. We made it through the first area after probably 2 hours and 20 deaths each LOL. The worms aren't so bad once you get a good tank sicked on them. The problem arises from the mass numbers of other creatures, and the lack of any kind of "rest stop". When you die, you get to jog all the way back, which gets old fast. To top off the frustration, when we finally got to the next area, in my excitement I jammed "Print Screen" to get a screenshot. Well, unbeknownst to me prior to last night, there was a button on my keyboard directly above "Print Screen" labled "Power". There was no "Are you sure you want to do this?" disclaimer as there is on every other freaking thing on my computer. Just BAM shutdown.
I have good friends, they laughed about it. However, that button and the one that was next to it (labeled "Sleep" IIRC) were removed from the keyboard with extreme prejudice (and a pocket knife).
After that I decided to try to further myself in the storyline. A buddy and I tried to do Elona's Reach. LMAO
Needless to say, I wasn't a very happy camper when I shut Guild Wars off last night. So far, I would have to say the 2 hardest areas in the game that I have seen are Lornar's Pass and Elona's Reach... in no specific order.
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amusing story. A keyboard with a shutdown mechanic? lol, just brilliant
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Jun 01, 2005, 04:51 AM // 04:51
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#29
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Krytan Explorer
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DD is SO MUCH harder the lonrar's pass
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Jun 01, 2005, 05:53 AM // 05:53
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#30
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Desert Nomad
Join Date: Apr 2005
Location: Boston Ma.
Guild: Is That Your Build[HaHa]
Profession: P/W
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I reached beacons perch from camp rankor via snakebite with 7 henchmen and myself. I thought lornars pass door was locked from passing through the 1st time. I thought reaching Beacons Perch was my savior, so i was not impressed to find out that after zoning into beacons perch, I lost 2 of my 8 guys. Now if i head back out i have to go with 6.
Lonars Pass from Camp Rankor is quite the challenge, But the road i saw decending underground looks even more challenging.
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Jun 01, 2005, 06:45 AM // 06:45
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#31
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Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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Went into Lornars from Beacon's tonight. Got to the start of the worms no problem, had one down to about 1/2 it's health alright. Then all of a sudden the ground started to shake. Now what popped up? Not one worm, not two worms, but three more worms. Needless to say, we became mulch very very very quickly.
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Jun 01, 2005, 08:05 AM // 08:05
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#32
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Krytan Explorer
Join Date: May 2005
Profession: Rt/
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I ventured out into it on accident today (I'm lvl 16), needless to say I was happy to get the six kills I did before I was decimated
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Jun 01, 2005, 08:06 AM // 08:06
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#33
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Krytan Explorer
Join Date: May 2005
Guild: Stolen Dreams
Profession: R/Me
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The main reason for the areas being so difficult is that the armours that sell at the places they link too are for lvl20 ascended players. The only way I could see them making it easier is if they rescripted the armourors so that the didn't offer armour untill you had ascended. They would also need to script the missions there not to allow pre ascended characters attempt them.
The areas are rock hard, you need to realisitically travel from the southern shiverpeaks to northern shiverpeaks not the otherway round, appart from the fact that doing it south to north means you are lvl 20 and ascended, but also means you get a party of 8 instead of 6.
If people have done it before ascending fair play, but they are the minority, and have had backup and suffered 60% deathpen for most of the way.
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Jun 01, 2005, 04:22 PM // 16:22
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#34
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Quote:
Originally Posted by mtxed
Ok, Ive tried 20 times with a group of 6 humans..
Ice Imps > me even with mending, healing breeze, live vicariously, endure pain..
They kill in 2-3 shots and do 100+ damage each shot..
So im not suppose to explore there until im LVL20?
GG.
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You're not suppose to go to lornar's pass,
That place is still quite challeging even for a group of 8 lvl 20s.
You suppose to go out the north exit, head west to another mission town, and do the mission there, i forgot the order, but i do remember there's a mission in "Kryta's Gate" and a mission called "Frost Gate" before you reach Lion's Arch
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Jun 06, 2005, 03:20 PM // 15:20
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#35
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Pre-Searing Cadet
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Yes, what makes Lornar's pass so hard is those pesky worms. Even with 6 20's the sheer number of mobs makes Lornar's pass hard to get through. The same goes for the Dedrimer bowl. To get to fort Rankor you need to get past Lornar's pass, Dedrimier bowl, and Snake dance. If the pass and the bowl didn't get you the dance probably will. I regular 20 lvl party can take their way slow through Snake dance, but getting there is half the trouble. In my humble opinion 3 20 lvl warriors can get past Lornar's pass and Dedrimer bowl. The rest of your group can be any other support members, but you do need at least one monk. Following I go into a little more detail from a W/N14 who was nice enough to be invited to a party that was trying to make it. The rest of my party had the following makeup: W/Mo20, N/E20, W/?20, W/?18, W/?16. Yea we weren't quite the best group for the run, but we mostly wanted to see what was out there, but after lots of practice we made it amazing far.
We started out in Lornar's with everyone running like mad to keep up with the Wars. Usually the W/Mo20, W/?18, and W?/16 made it past the first tunnel after that it was plain luck. After about 10 runs the W/Mo made it to Dedrimer Bowl (there was much rejoicing). It really takes 10 or more deaths to figure out the mob timing and also for party members to figure out that we all needed to stick real close together. Don't autofollow, but be smart and stick real close. The reason you don't want to autofollow is because if the person your in front of made a mistake in thier timing than chances are so did you.
Dedrimer Bowl was cake in comparison and after about 5 runs the W/Mo20 made it again to the next section. The W/?16 had some maps and was able to draw on the map to direct us.
Snake Dance was hard, real hard and we tried a dozen strategies before we found one that worked. For about an hour we tried running it like we did the previous two, but the problem is the giants and that they knock you down when you try to sprint by. And those that did make it didn't have their party members abilities to rely on later and so even our hero the W/Mo20 was no match for the hordes of giants and trolls. Ok, heres what worked for us (btw, if you hadn't figured it out, expect to do this at 60% sickness) we decided to kill the groups we encountered. After multiple deaths from just sets of 3 giants we stumbled on the strat that would work. W/Mo20, W18, W16 would run in and take the hits on one mob. I would cast Soul Barbs and N/E would cast like crazy . W18, W16 would go down fairly quickly and I cast Putrid explosion on our own corpses for ~90 dmg to each giant. We usually took em all down and then our W/Mo20 would rez the fallen. If we ever died, which we did a lot we would make the run and keep on going. I had to leave before we finished going through as I had now been doing this for several hours, but I think after a few more hours on Snake Dance and we could have made it. We had killed about 9 of the patrols and 5 sets of the giants. We had pulled two sets of giants and got 2 sets of trolls stuck. I leave you with these tips:
1st strat: It is possible to drag the giants. What I mean to say is that one or more members of your party can jump in and out of aggro range and pull the giants toward them and the kickers is as long as they aren't patrols they will stay there. We found this useful on two occasions.
2nd strat: Trolls are suckers. What I mean to say is that they aren't nearly as hard to kill as the giants and a group of 3-4 was easily taken down using our fighting strategy. Trolls are burdensome as they roam so kill em all.
3rd strat: There are safezones along the way where your party can hide just out of reach of the patrols while you heal or rez. fyi, never use rez signet on the first half of the map. Only use it when you need it and then only if you know your party has a shot of making it to the new spawn point. Otherwise its much better to respawn at beginning and begin running it again.
4th strat: Wars need: sprint and endure pain. In hindsight I wonder if Dolyak Signet would be good regardless of decrease in speed because you can't be knocked down, which is a major problem with giants.
5th strat: It is possible to get giants and trolls stuck on a corner. If you are running from the it is possible to take a corner tight and they might get stuck on it. This worked for us intentionally twice. Keep in mind if you aggro them again they will get unstuck. I was the party train and was masterful at training 6+ of trolls back to the troll cave where the elite lies.
Well that is all, do with it what you will. In my opinion its possible to make it all the way with a 3 20 wars and 18+ support members.
Last edited by palteth; Jun 06, 2005 at 03:34 PM // 15:34..
Reason: added some detail.
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Jun 06, 2005, 04:11 PM // 16:11
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#36
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Lion's Arch Merchant
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Okay just a question here, not complaining or anything.
If 6 lvl 20 characters are continuously getting mulched, shouldn't it be toned down a little? I mean, what's the point of that whole area? Yes, I understand that it's guarding stuff for ascended characters, but that could just be scripted to only WORK for asc. char.
I understand that fissure and underworld are ridiculously hard, but apparently the loot that drops has been scaled commensurably. But me and a group of people (15-16) fought a few of the mobs in Lornar's and we never saw a single decent thing drop. I'm talking one or two blues after an hour's worth of fighting (and dying frequently, btw )
Like I said, I'm not complaining, I think it's great that there is stuff to do for 20th lvl characters, but if a maxed party of 20th lvl characters STILL gets mauled, how are you supposed to finally make any headway? I guess farming for better equipment? (which ANet doesn't like either).
It seems to be a bit senseless design.
Creston
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Jun 06, 2005, 05:03 PM // 17:03
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#37
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Frost Gate Guardian
Join Date: May 2005
Profession: R/Mo
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Quote:
Originally Posted by Creston
Okay just a question here, not complaining or anything.
If 6 lvl 20 characters are continuously getting mulched, shouldn't it be toned down a little? I mean, what's the point of that whole area? Yes, I understand that it's guarding stuff for ascended characters, but that could just be scripted to only WORK for asc. char.
I understand that fissure and underworld are ridiculously hard, but apparently the loot that drops has been scaled commensurably. But me and a group of people (15-16) fought a few of the mobs in Lornar's and we never saw a single decent thing drop. I'm talking one or two blues after an hour's worth of fighting (and dying frequently, btw )
Like I said, I'm not complaining, I think it's great that there is stuff to do for 20th lvl characters, but if a maxed party of 20th lvl characters STILL gets mauled, how are you supposed to finally make any headway? I guess farming for better equipment? (which ANet doesn't like either).
It seems to be a bit senseless design.
Creston
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It's not a group of 6 level 20s. It's a group of 8 level 20s. Lornar's Pass is designed to be entered from the South. It's part of the Southern Shiverbacks. Think of Lornar's Pass as a means to deter lower level players from racing through to Camp Rankor and then on to Droknar's Forge without having to go through the ascension phase of the game. In other words, it is DESIGNED to kill a group of 6, but not a group of 8.
I've taken henchmen from Camp Rankor all the way up through Snake Dance, through Dreadnaught's Drift, and then through Lornar's Pass, completely clearing each of the zones as I went through them. The hardest part of this whole scenario is in Lornar's Pass, when you get more than one worm. That required quite a bit of perseverance to get through and I only lost 1 henchman (the enchanter) while doing it.
If it's any consolation, 4 Lava Imps from the fire islands would kill most of the stuff in Lornar's Pass in about 5-10 seconds. The game gets considerably more challenging the further in you get. That's all I'll say about that.
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Jun 06, 2005, 05:12 PM // 17:12
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#38
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Lion's Arch Merchant
Join Date: May 2005
Location: Ohio
Guild: Brotherhood of Havoc
Profession: Mo/Me
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yeah not senseless design, but design with a purpose
makes it a noteworthy accomplishment if you can get a group of lvl10-12s through it to beacons/draknors
but it IS designed to be entered from the south...
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Jun 06, 2005, 06:43 PM // 18:43
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#40
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Ascalonian Squire
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ok it can be done, but you need 5 hours REALLY! we did it with a 16lvl e/mo a 20 w/mo a 17 mo/e a 20 n/mo a 20 w/mo and me a 19 e/n.
having lots of people to heal helped and a necro that does undead army I am a fire pounder mage with some defensive necro skills, add in the other mages with the fire skills and as long as the w/mo and bone horrors can hold the mobs we mages pound them into the dirt.
of course we had to do some group run for your life spirts to the gate. pluss some leading of huge multi group mobs to a regen pad and kill them there or lead them out of the way.
last we were always at -60 most of the time, you have to be fast with the raise and the necro would make bone horrors every time someone falls.
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