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  1. #11

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    ARGH!!!

    *Pulls hair out*

    Sorry for reposting like this constantly. It's just that I reeeeeeeally want a good consistent hero/hench way of doing this quest, but I just can't come up with a consistent build that works even half the time. It's frustrating to only complete this quest on what seems like pure luck. I can try the same build/strategy and sometimes it works, most times it doesn't work.

    Seriously, if anybody can come up with a team build that can work at least 50% of the time, I'll LOVE you for it! OK, maybe that's not a very good incentive but still... You're a master of this quest if you can come up with a consistent build.

  2. #12
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    Hmmm... what's your team setup?

  3. #13
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    This one and the "Battle at Turai's" are th eonly two missing for me...
    I can provide help, but I can share the pain.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  4. #14
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    Quote Originally Posted by Gorani View Post
    This one and the "Battle at Turai's" are th eonly two missing for me...
    I can provide help, but I can share the pain.
    i recomend hero barrageway + mm for battle at turai's... rolled poor margonites like nothing

  5. #15

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    Battle at Turai? Is that the one that sends dozens of Margonites at you? I didn't have the quest, so I don't know its name, but I think I helped an ally with it. Here's an easy way to do it (assuming it's the correct quest).

    Once the dozens of Margonites start to charge, run! All those Margonites will gather at one spot. At this point, have a tank charge in alone. Either teleport in with A 2ndary, or have a Mo cast SB on the tank. Once the tank has all the Margonites in one spot (and the tank is holding aggro), have the party nuke the crap out of the enemy group. Barrage, SF, SS, Energy Burn, Spiritual Pain, anything and everything that does good AOE damage. If you have an A, that A should concentrate on attacking a healer with SF on. An A would not only help with dealing damage, it's a good way to help the tank if the tank doesn't know how to tank well. If the tank is taking too much damage, cast some bonds on him. Once that group is dead, run out, rinse, and repeat on every group. Pretty easy this way.

    As for Troubled Keeper, I have a few variations. It mostly consists of leaving a W, MM, Mo, and/or Barrage R on the other side. Basically, I'll leave a healer and a tank on the other side minimum. The tank can be either a W set to hold aggro, or a MM. Sometimes, I'll toss a 3rd hero on the other side, usually a Barrage R to help kill. So I'll have either 2 or 3 heroes on the other side, while I take the rest with me.

    Also, depending on the wave, I switch sides as well. On the first wave, I leave my 2~3 heroes on the side that has the enemy healers. While it makes it hard for my 2~3 heroes to kill the enemies that have healers, it means less damage dealers, so the heroes have an easier time staying alive. On the 2nd wave, the healer's side brings tons of Scythes and W's. This is way too much damage for the 2~3 heroes to handle, so I may switch sides sometimes.

    The 3rd wave sends tons of Arms. Depending on what class I'm using, this group can be troublesome. I don't always have the skills to deal with their dodge stance, so if I'm using a class that deals physical damage without effective means to bypass their dodge, it can be hard to fight the wave of Arms.

    The 4th~6th wave aren't anything special, but by this time, my 2~3 heroes have some DP. I usually don't make it past the 4th group. Once I make it past the 4th and 5th group, though, the 6th group is fairly easy. I take the side that sends tons of Words. Since these guys have no damage (and they're not exactly healers), I have little trouble killing these quick with henchies, then move to the other side to help out the 2~3 heroes.

    Usually the side I'm on will have all the Forgottens alive since I fight just outside the range of these Forgotten. Later, I may group the 2~3 heroes with the side that has the Forgottens alive. As for the henchies, I usually take both Mo henchies and both E henchies.

    This is the set up/strategy I found to work best (as in, I've completed the quest with this set up... not that this works most of the time). I've tried a lot of different set ups and variations, and they don't work quite as good. I also tried some that were suggested here and they don't work either. Fighting at center doesn't work at all since the Keeper always gets killed. Even with the set up that I currently use, it doesn't always work.

    When doing it with a guildy, we play completely differently. It's much easier and more reliable, but I want to learn to hero/hench this since the few guildies that know how to do this quest aren't always around (and I want to do this quest with all my characters).
    Last edited by Buffy Bj Summers; 31-01-2007 at 22:46.

  6. #16
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    Quote Originally Posted by Buffy Bj Summers View Post
    As for Troubled Keeper, I have a few variations. It mostly consists of leaving a W, MM, Mo, and/or Barrage R on the other side. Basically, I'll leave a healer and a tank on the other side minimum. The tank can be either a W set to hold aggro, or a MM. Sometimes, I'll toss a 3rd hero on the other side, usually a Barrage R to help kill. So I'll have either 2 or 3 heroes on the other side, while I take the rest with me.
    Sounds like the best for a hero/hench team.
    I'm impressed you actually pulled it off, Buffy!

    If you stay in the middle you have to have veeery good defense! Possible with human/hero team but probably not when alone.

    I tried it and failed with hench/hero on my first try (did not have MM then, since someone adviced against it in the outpost..stupid). I then used Ward ele + Fire ele + W as heros. Perished in second wave.

    When we did it it in the middle we were a very defensive team - 2 Monks, 1 Water Ele, Spirit Rit, 2 trappers - all provided mainly defense and monster confusion. A curse necro and MM did the main damage + additional minion tanking. Impossible setup with henchies.

    Regards,
    Cloudbunny

  7. #17
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    Man, I'm having the toughest time with the mission too. The farthest I've gotten was the second wave. Also note that a minion master doesn't seem to work here. I put Olias into the party and the enemies go straight towards him like a magnet. Three monks can't even seem to keep him alive, but I have my monks set for healing.
    Last edited by Minex; 01-02-2007 at 05:33.

  8. #18
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    Lethor Shkiell, many thanks to you.

    I used your posted build and it worked on the second try. Finally I that troubled keeper happy.

  9. #19
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    This quest is giving me a headache. The best I could do is this: my motivation paragon with a healing monk, broadhead/EW ranger, and curses SS necro & a pug bonder monk with two nukers and a MM. When we split up arms usually wipe us out but when we group at the keeper, we usually can keep the keeper alive without any deaths on our part (including heroes) all the way up to the very last group (last half of the third wave).

  10. #20
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    I successfully conquered this quest using only heroes and henchmen. The post of Lethor Shkiell was very helpful. The only differences i made was replacing the motivation henchman sogolon by herta the earth henchman and replacing the sf hero by another necromancer using the same build as the one proposed in his post.

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