Lion's Arch Merchant
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Secondary Profession Quest Guides
Notice that because I'm a Warrior, obviously there isn't a short guide for that one as I can't even see the quest, so if someone would like to fill in the blank spot it would be appreciated. But, I completed them all in very short order. None of these are explicitly hard, but, it is best to know what you're getting yourself into.
Elementalist - Heroe's Audience
Biggest problem I'm sure people have, is figuring out it isn't in the stupid salt flats, it is in Prophet's Path in the massive southern desert area. Head out from Augury Rock, and move south as quick as possible. The Minotaur roams, and the arrow is not dynamic. His general path is to run west and then north around in a big circle, though he didn't begin moving until I traveled close enough, triggered a set of minotaurs with him and devourers, then lost him for about half an hour.
The minotaur himself is not difficult, it is a warrior "boss" but that is said lightly, as he only really uses the healing signet, interrupt him or it can be a longer than necessary fight. Because I killed the minotaur group before fighting him, even though he appeared not to be linked to them, a general rule with these is the necessity to clear the entire group, so this may be the case. Make sure to return the minotaur hide.
Necromancer - Heroe's Audience
Far in the south east corner of Prophet's Path, directly east of Heroe's Audience, you'll find the Sacred Griffon of Amnoon. Sit there in a group with five other griffons, so if your groups are having any sort of trouble with four, be prepared for difficult as the Sacred Griffon is a priest who will use Aegis and a few other spells frequently.
However, with the general rule in mind, you must slay all griffons and the Sacred one, your best bet is a duo of earth elementalists with ward against melee, numerous AoEs, or both, as if you focus on the griffon first, a healer is bound to gain all of the aggro, and this will put them together nicely.
Ranger - Seeker's Passage
By far the most difficult, bring people if you can, because you'll soon get tired of this one. The...Storm Rider (forgot the exact spelling of the creature) is in north central Salt Flats, go far north out of Seekers, find a ruined wall, head east, then you are in a somewhat open area with tons of Storm Riders, who will liberally cast Conjure Phantasm, lasting about 10 seconds, Soothing Images, which means warriors are about useless, and Clumsiness, knocking down anyone using attacks such as warriors, rangers, or a healer henchmen that seems too stupid not to kill itself using the dumb little staff... And, because they enjoy roaming in packs of 4-5, these are always on hand for most of your group, your best bet is caster heavy.
One of the biggest annoyances is the fact that there are dispersed Storm Riders floating about, with quick moving groups who often intersect one another. Best choice is for someone to hit a group and pull it back to the wall, note to kill the hydra pair/trio that will roam that position every now and then if you choose that location, or the southern pass from the area. You'll need to clear about 30+ Storm Riders before attempting the...quest one, as well as its group of five.
Simple idea here, don't rush, groups of five are not difficult to kill if you can down a single target quick and avoid hitting with clumsiness on. The more death penalty, the vastly easier it is to die again, and this can be a long task. Fighting the main group, similar rules, the quest mob does little different from what I remember, and same group clearing rules apply.
-Alternate and possibly better route for Ranger
Leave from Elona's Reach into Diviner's Ascent and travel all the way north then east to the teleports, then through a second teleport just west inside of Salt Flats. Wait for patrols to move away from the Yxthsoth (think that is the name), then kill it and its two guardians.
(Credit to Zorlag)
Monk - Seeker's Passage
Perhaps the second hardest for some, it is actually incredibly easy. Elona's Reach is really the closest location as you need to go into Diviner's Ascent, so go from there, it is almost a straight run east, you can pass by the sand drake pairs placed throughout, and stay just north of the ruins, or you'll find yourself fighting and often confronted by a Sand Worm or two. When you first arrive, the Eater of Souls, a big jade scarab, will be there, but as you approach it digs under ground, and spawns a group of about 8 jade scarabs.
This is what will either win it for you or lose it for you, approach from, generally the north side as nothing seems to spawn there, and pull small groups a bit back to the main group, kill them, and repeat. For one, fighting 8 necromancers at once is incredibly annoying, but also, after killing them, nearly double will spawn in their place, a hard battle for almost anyone to say the least. Repeat the process, however, most of the pairs seem to get stuck on one another, or try to sit close, so, pull any groups willing to follow, then barrage any holding their place.
When four are left, the Eater of Souls returns, and is just like fighting a higher health scarab, not too hard, had not noticed if it follows but am assuming it does of having to clear the entirity of the scarabs, granted you will have to anyway by and large.
Mesmer - Destiny's Gorge
I'd suggest getting the Monk and Mesmer ones at the same time, just easier, as after the Eater of Souls goes down, you can run south along the wall, attempting to avoid direct contact with the ruins, and be at the tempest drakes in no time. Just round the sand wall to the east in the southern ruins and the drakes should be by themselves, and by that I mean all three together.
All of them are elementalists, and they used eruption, flame burst, and inferno I'm fairly certain, so try spacing them out, or getting a few elemental resistances, the fight will be much easier considering they can easily kill your group if given a bit too much time, interruptions and knockdowns are great.
Because of the odd wording of the quest, it suggests you have to fight them together in a single battle, I am not sure if ArenaNET really programmed it so you can't run back after a death and finish them off. I didn't try and see as the fight wasn't too difficult, however, each kill updated with another mark, so I'd assume it was merely meant as in, you must remain in the area.
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As I said, none of them are actually difficult, a few are misleading or you may simply not want to take the old route of run, kill, die, run back, kill more, die again, till finished, which can seem to demean alot of the quests in this game.
Last edited by Vangor; May 18, 2005 at 02:10 PM // 14:10..
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