Hello all,
Not sure if this has been covered as the search funtion has been temporarily disabled so..
I'm just about to start vanquishing (after months of putting it off) and thought i'd ask for some helpful tips here about the various areas.
I have both sabway and discord builds available with any tweaks necessary so skills won't be an issue it's more like the following: wandering/patolling mobs that are hard to locate, any specific routes that would save the monotonous slogfest, specific build to area, and general helpful tips and words of wisdom the community might like to share.
Apologies in advance if this thread has been posted in the wrong forum.
Vanquishing all campaigns
2 pages • Page 1
I always check wiki now before Vanquishing.
They have tips there, and post anomalies. One example: In Turai's Procession, I gave up killing the Tormented Lands in the middle section because they kept respawning.
Well, guess what. Turns out you have to kill 10, then kill the Earthen Abomination that spawns in order to Vanquish.
So yeah, always check wiki before you start, it will also tell what mobs you'll be facing, skills, bosses and elites, etc.
They have tips there, and post anomalies. One example: In Turai's Procession, I gave up killing the Tormented Lands in the middle section because they kept respawning.
Well, guess what. Turns out you have to kill 10, then kill the Earthen Abomination that spawns in order to Vanquish.
So yeah, always check wiki before you start, it will also tell what mobs you'll be facing, skills, bosses and elites, etc.
Well first off, welcome to the vanquishing road! It's a long one.
With regards to specific builds and such, what is your primary profession? It's important to find a build for you that will both work in many areas in HM and also synergize with your team. (sabway is built around team synergy and discord requires reliable set up to work)
As for specific areas, I've only finished vanquishing Tyria (prophecies) and while I've done a fair bit of the other campaigns I'll stick to what I know best.
In prophecies you'll be working with party sizes of less than 8 for the majority of the time, additionally the henchman help in these areas is less than stellar so it's best to have your heroes outfitted perfectly for their role and research what you'll be facing in each area as there is little cushion of backup if your builds have trouble with specific foes.
A few areas of note that caused me many headaches;
The Eastern Frontier (Ascalon): Unless you caravan vanquish you'll be working with a party of 4 here and while the majority of the area is nothing suprising the mass of Grawl just north of the wall quickly become a nightmare. The Grawl mobs have lots of interlacing patrols so if you take too long killing one mob you'll soon be facing more. But what really makes these guys a royal pain your arse is their healing abilities; the monks pack extremely potent heals that can and will bring many teams to a halt, in my experience stock Sabway simply can't overpower this. My advice is to bring a means of causing daze for them and Discordway is likely the better option here (make sure to micro discord to spike out the healers first)
Snake Dance, Dreadnaught's Drift, Lornar's Pass (shiverpeaks): These three areas pretty much force you to do a caravan vanquish (it's much more difficult to do lornar's from beacons than coming north with a party of 8). Additionally there are many foes in these areas that are very good counters to both Sabway and Discordway. Blessed Griffons deal tons of holy damage (essentially nullifying any minions you might have) as well as using spellbreaker (completely shutting down the other means of damage from sabway and discordway). Grawl in Lornar's and Summit Gnashers also cause trouble for discord and sab due to their corpse-denial and minion stealing abilities. And while those are the worst offenders at least 80% of the foes in these areas also pack some kind of knockdown (many use AoE kd as well) bringing anti-kd measures will save you many headaches. Recommended strategy for these areas are a non-necro based team build, as you will need to bring party wide Knock Down countermeasures, non-spell based enchant removal and still pack suitable damage and defense. Really these areas are better to bring a friend (or two). As for actual team builds a "phys-way" build is a good choice.
Majest's Rest (Maguuma Jungle/Kryta): The home of Rotscale, simply put there's no truly easy way to kill him in HM, again this area is recommended to bring a friend or two.
Hope I helped a little bit.
With regards to specific builds and such, what is your primary profession? It's important to find a build for you that will both work in many areas in HM and also synergize with your team. (sabway is built around team synergy and discord requires reliable set up to work)
As for specific areas, I've only finished vanquishing Tyria (prophecies) and while I've done a fair bit of the other campaigns I'll stick to what I know best.
In prophecies you'll be working with party sizes of less than 8 for the majority of the time, additionally the henchman help in these areas is less than stellar so it's best to have your heroes outfitted perfectly for their role and research what you'll be facing in each area as there is little cushion of backup if your builds have trouble with specific foes.
A few areas of note that caused me many headaches;
The Eastern Frontier (Ascalon): Unless you caravan vanquish you'll be working with a party of 4 here and while the majority of the area is nothing suprising the mass of Grawl just north of the wall quickly become a nightmare. The Grawl mobs have lots of interlacing patrols so if you take too long killing one mob you'll soon be facing more. But what really makes these guys a royal pain your arse is their healing abilities; the monks pack extremely potent heals that can and will bring many teams to a halt, in my experience stock Sabway simply can't overpower this. My advice is to bring a means of causing daze for them and Discordway is likely the better option here (make sure to micro discord to spike out the healers first)
Snake Dance, Dreadnaught's Drift, Lornar's Pass (shiverpeaks): These three areas pretty much force you to do a caravan vanquish (it's much more difficult to do lornar's from beacons than coming north with a party of 8). Additionally there are many foes in these areas that are very good counters to both Sabway and Discordway. Blessed Griffons deal tons of holy damage (essentially nullifying any minions you might have) as well as using spellbreaker (completely shutting down the other means of damage from sabway and discordway). Grawl in Lornar's and Summit Gnashers also cause trouble for discord and sab due to their corpse-denial and minion stealing abilities. And while those are the worst offenders at least 80% of the foes in these areas also pack some kind of knockdown (many use AoE kd as well) bringing anti-kd measures will save you many headaches. Recommended strategy for these areas are a non-necro based team build, as you will need to bring party wide Knock Down countermeasures, non-spell based enchant removal and still pack suitable damage and defense. Really these areas are better to bring a friend (or two). As for actual team builds a "phys-way" build is a good choice.
Majest's Rest (Maguuma Jungle/Kryta): The home of Rotscale, simply put there's no truly easy way to kill him in HM, again this area is recommended to bring a friend or two.
Hope I helped a little bit.
Look up a 3 rit hero build too, they work good. I vanquished Crystal Overlook without a wipe with them. Good for non-minion areas.
As for Eastern Frontier, me with 3 Discord necros CUT through that place. Grawls didn't have a chance. Bring a KD of some sort though, I had a warrior using Brawling Headbutt with Stonefist insignia. Works wonders.
As for Eastern Frontier, me with 3 Discord necros CUT through that place. Grawls didn't have a chance. Bring a KD of some sort though, I had a warrior using Brawling Headbutt with Stonefist insignia. Works wonders.
Have vanquished all areas (including eotn) without discord, so it is possible without it
Nothing against it, of course, we just didn't need it.
Research the monsters in the area before going in. See what you're facing, and bring what can best counter it. Things move stupid fast in HM, so stuff that punishes them for attacking at fast speeds is nice (SS/Insid Parasite/Empathy, etc etc). Scattering support skills amongst your heroes is also nice.
Don't take too much defense, of you'll be standing around for ages. Two monks (hero + hench) are plenty for most areas, as you can always toss a hex removal onto another hero if you really need to.
All of the other tips already listed here are great, too. Mainly, just have fun with it.
Nothing against it, of course, we just didn't need it. Research the monsters in the area before going in. See what you're facing, and bring what can best counter it. Things move stupid fast in HM, so stuff that punishes them for attacking at fast speeds is nice (SS/Insid Parasite/Empathy, etc etc). Scattering support skills amongst your heroes is also nice.
Don't take too much defense, of you'll be standing around for ages. Two monks (hero + hench) are plenty for most areas, as you can always toss a hex removal onto another hero if you really need to.
All of the other tips already listed here are great, too. Mainly, just have fun with it.
r
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I always check wiki now before Vanquishing.
They have tips there, and post anomalies. One example: In Turai's Procession, I gave up killing the Tormented Lands in the middle section because the kept respawning. Well, guess what. Turns out you have to kill 10, then kill the Earthen Abomination that spawns in order to Vanquish. So yeah, always check wiki before you start, it will also tell what mobs you'll be facing, skills, bosses and elites, etc. |
K
Good luck and have fun with your vanquishing! Here's a few tips I picked up along the way:
1. Combine vanquishing with any other titles you may be going after - get the bounties form shrines, take a skill cap for the most out of the way boss, and scrap the edges for cartography.
2. Work the area from the outside in.
3. All of Istan can be vanquished with an 8-person team. (Even the Plains of Jarin can be done with an 8-person party if you do the Venta Cementary mission using the same henchmen that are available in Kamadan. (But it's stupid easy with just 4)
4. Caravan! Some of the toughest areas are are the 4-man areas in Prophecies. (Stupid Grawl Ulodytes!) I did several Ascalon areas by starting out of Yak's Bend with a party of 6. It takes time to get around, but it speeds up the process of actually vanquishing once you get there. (Mercantile Summoning stones could come in very handy for this kind of trek.
5. "Can't Touch This" is a nice skill to have around when dealing with Sand Giants in the Crystal Desert area.
6. Preparation is the key to success, know what you're getting into. Got a hard hitting Ele boss in there? Interrupts come in handy. Got a Rit. boss with Spirit Rift? Be sure to spread your party out to prevent a nasty spike.
7. I used Verata's Aura when doing Kessex peak, just for the lols.
1. Combine vanquishing with any other titles you may be going after - get the bounties form shrines, take a skill cap for the most out of the way boss, and scrap the edges for cartography.
2. Work the area from the outside in.
3. All of Istan can be vanquished with an 8-person team. (Even the Plains of Jarin can be done with an 8-person party if you do the Venta Cementary mission using the same henchmen that are available in Kamadan. (But it's stupid easy with just 4)
4. Caravan! Some of the toughest areas are are the 4-man areas in Prophecies. (Stupid Grawl Ulodytes!) I did several Ascalon areas by starting out of Yak's Bend with a party of 6. It takes time to get around, but it speeds up the process of actually vanquishing once you get there. (Mercantile Summoning stones could come in very handy for this kind of trek.
5. "Can't Touch This" is a nice skill to have around when dealing with Sand Giants in the Crystal Desert area.
6. Preparation is the key to success, know what you're getting into. Got a hard hitting Ele boss in there? Interrupts come in handy. Got a Rit. boss with Spirit Rift? Be sure to spread your party out to prevent a nasty spike.
7. I used Verata's Aura when doing Kessex peak, just for the lols.
It depends what class you are using, but KD is always good, especially in some areas in Ascalon that you can't really caravan vanquish (unless I could have actually caravaned all of it, i just ended up doing alot of it with 4 ppl)
I'm going to be honest here and admit to having used Ursan for the beginning of my vanquish experience. The KD and damage from it was great, but I don't know how effective it is since they changed it, but it made vanquishing such a breeze (even though it wasnt too difficult to begin with) that I stopped using it, simply because it got very mundane and monotonous to hit 1-2-3. As if getting leg vanq isn't monotonous by nature.
It depends if you simply want to finish the title as quickly as possible, or not feel like slamming your head against your desk as you do it. I tried one road, wasn't satisfied and took the other. If you do want to ursan it up if its still effective or some other "lowly" way, don't let others judge your method of doing it. It's a title for gods sakes, YOUR title and not a morality test. Do the title how you want to do it. But maybe I got a little off topic from what the OP was asking...
I'm going to be honest here and admit to having used Ursan for the beginning of my vanquish experience. The KD and damage from it was great, but I don't know how effective it is since they changed it, but it made vanquishing such a breeze (even though it wasnt too difficult to begin with) that I stopped using it, simply because it got very mundane and monotonous to hit 1-2-3. As if getting leg vanq isn't monotonous by nature.
It depends if you simply want to finish the title as quickly as possible, or not feel like slamming your head against your desk as you do it. I tried one road, wasn't satisfied and took the other. If you do want to ursan it up if its still effective or some other "lowly" way, don't let others judge your method of doing it. It's a title for gods sakes, YOUR title and not a morality test. Do the title how you want to do it. But maybe I got a little off topic from what the OP was asking...
L
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well, after you vanquish the area, explore it for cartographer title, its crazy easy with no foes around :P
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Basicly spec for the area, dont take an MM in a no-corpse zone, brin interupts if there is a hard hitting ele boss, etc, etc.
Caravan vanquishing is also great for certain areas.
Another thing that can be a great help, is a friend, this means you can get alot more offense/defence/healing than henchmen and overall makes vanquishing much easier.
S
Nothing new, or ground breaking, but plan ahead! Some of the nastiest areas are ones where you think your typical, everyday build will work fine. They won't. I just did Lornar's Pass the other day with my standard discord build and it would have gone so much smoother had I planned ahead. I was not prepared for the mob with 80* foes and 17* monks.
If you have or can afford, bring self cons and/or party wide dp removal. You may not always need them, but they come in real handy when you're caravan vq'ing.
Speaking of caravan vq'ing - do that as much as possible. It seems to make it easier (totally mental, nothing physical unless you happen to have a good morale boost).
The most successful thing you can do, as stated by many others, read wiki before even starting!
It makes a huge difference. You'll also notice certain starting points that may be beneficial due to party size. Wiki even has it's own vanquishing page that will tell you the approximate size of areas. And, unless you want to make your life more difficult, will tell you which quests to abandon/pick up to make the areas smaller.
I still have several areas to go in Tyria and Elona (and I'll repeat the Kurz/Lux areas as well) so look me up if you want. It's always better to have real ppl in party than henchies.
*that's exaggeration, but it didn't seem like it when I was actually doing the vq.
If you have or can afford, bring self cons and/or party wide dp removal. You may not always need them, but they come in real handy when you're caravan vq'ing.
Speaking of caravan vq'ing - do that as much as possible. It seems to make it easier (totally mental, nothing physical unless you happen to have a good morale boost).
The most successful thing you can do, as stated by many others, read wiki before even starting!
I still have several areas to go in Tyria and Elona (and I'll repeat the Kurz/Lux areas as well) so look me up if you want. It's always better to have real ppl in party than henchies.
*that's exaggeration, but it didn't seem like it when I was actually doing the vq.
S
These are all fine suggestions, but I have one that is a bit strange, will sound off topic, but is very, very helpful.
Bring something else to entertain yourself.
Maybe it means you have a book. Perhaps you should keep guild wars in windowed mode and watch a movie on the other side of the screen. Perhaps you'll spend time in conversation with others, or just put on your favorite music.
The point is, vanquishing can get long and very tedious. In order to avoid burnout, it really helps if you can keep yourself entertained throughout the process. A lot of areas are just easy enough to not require much micromanagement, but you still need to pay attention and not overaggro or make mistakes. As a result, having something to keep yourself occupied like music or a movie helps keep away the mental fatigue, while you can still pay attention enough to manage your party.
That aside, good luck!
Bring something else to entertain yourself.
Maybe it means you have a book. Perhaps you should keep guild wars in windowed mode and watch a movie on the other side of the screen. Perhaps you'll spend time in conversation with others, or just put on your favorite music.
The point is, vanquishing can get long and very tedious. In order to avoid burnout, it really helps if you can keep yourself entertained throughout the process. A lot of areas are just easy enough to not require much micromanagement, but you still need to pay attention and not overaggro or make mistakes. As a result, having something to keep yourself occupied like music or a movie helps keep away the mental fatigue, while you can still pay attention enough to manage your party.
That aside, good luck!
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Start with Sacnoth Valley.
Once you did that, you can do anything. |
After vanquishing all four campaigns - I saved Sacnoth for dead last. r6 adventurer depending upon me either a) vanq'ing/mapping sacnoth, or b) completing slaver's in HM (I'm a ranger). Yes, I almost considered doing all of Slavers again in HM instead of vanq'ing Sacnoth. For whatever reason I could not h/h sacnoth...the charr balanced parties with multiple rezzers were a beeotch. Then went with a guildie, got into the siege devourer in Grothmar which you can zone with. Lesson learned: start with hard areas first and then when you need an easy one to ease the pain of vanq'ing (and mapping which you are hopefully doing at the same time), do an easy vanq to get you motivated again.
GL
A lot of great tips have already been given, I'll just mention what I usually did.
- Check wiki to see which enemies you'll encounter and how you can best counter them.
- Minions are great. They will prevent so much damage from being dealt to your party that it would be stupid not to bring an MM in areas where one is viable. (exploitable corpses available)
- Passive defense is good. Stuff like aegis, ward against melee, defensive anthem, ... are very useful skills to throw on some heroes to help those silly hench monks with keeping the party up.
- Protective spirit. Bring it. Always.
- Controlling h/h. Good control/positioning can be very beneficial. When facing heavy aoe (fire imps and the likes), spread the h/h out. When you flag your party with an MM somewhere and then pull a group towards them, the group will generally aggro the minions first (the minions will run towards the group). This'll give you a headstart free of damage where you can take out the biggest treats already.
Good luck with vanquishing.
- Check wiki to see which enemies you'll encounter and how you can best counter them.
- Minions are great. They will prevent so much damage from being dealt to your party that it would be stupid not to bring an MM in areas where one is viable. (exploitable corpses available)
- Passive defense is good. Stuff like aegis, ward against melee, defensive anthem, ... are very useful skills to throw on some heroes to help those silly hench monks with keeping the party up.
- Protective spirit. Bring it. Always.
- Controlling h/h. Good control/positioning can be very beneficial. When facing heavy aoe (fire imps and the likes), spread the h/h out. When you flag your party with an MM somewhere and then pull a group towards them, the group will generally aggro the minions first (the minions will run towards the group). This'll give you a headstart free of damage where you can take out the biggest treats already.
Good luck with vanquishing.
Eastern Frontier is definitely a pain. I failed it with Sabway the first time I tried it, but then switched to Discord and pretty much blew through it. I switched out pain inverter for technobabble, and it made the Ulodytes a lot easier.
Another tip: if you happen to encounter a really tough group that is constantly wiping you, it would be wise to leave them alone for a while and vanq around them to remove DP before taking them on again. Sometimes that extra 5% or so DP makes a huge difference.
All of Cantha is pretty easy to Vanquish. Elona is a little tougher (but still not that tough). It's really prophecies and GWEN you need to dread. Sparkfly Swamp, Arbor Bay, and Sacnoth Valley are pains in GWEN...and Majesty's Rest in Tyria.
Another tip...keep a couple Powerstones of Courage in your inventory just in case
. They've saved many a vanquish attempt for me.
Another tip: if you happen to encounter a really tough group that is constantly wiping you, it would be wise to leave them alone for a while and vanq around them to remove DP before taking them on again. Sometimes that extra 5% or so DP makes a huge difference.
All of Cantha is pretty easy to Vanquish. Elona is a little tougher (but still not that tough). It's really prophecies and GWEN you need to dread. Sparkfly Swamp, Arbor Bay, and Sacnoth Valley are pains in GWEN...and Majesty's Rest in Tyria.
Another tip...keep a couple Powerstones of Courage in your inventory just in case
. They've saved many a vanquish attempt for me.
Havn't bothered to try again yet. Although, soon, very soon!