Talk:Vanguard Annihilation: Undead

Map
The locations are debatable. For instance, one dot that's close to the hall where are stairs leading down to the Flame Geysers, should be inside that hall. There's always one necromancer in there on me. - J.P. Talk  17:21, 6 March 2011 (UTC)
 * I agree, I never found the necromancer itself in the spider tunnels but always in the hall (mostly the halls entrance area where you enter the flame trap corridors), once even two necromancer groups at the same time. 80.137.58.160 18:12, 8 March 2011 (UTC)]]

Details
A few bits of early info: L11 saw Undead Necros at L9 with L8 Restless Corpse(s) in tow. The Necros have 7 Curses (Soul Barbs, 22sec) and 5 Death Magic (Animate Bone Horror (L6), Deathly Swarm). Restless Corpses use Sever Artery and Frenzy. It's possible they may have other skills I wasn't lucky enough to be smacked with in my single run through. K ruhljak  17:28, 6 March 2011 (UTC)
 * Soul Barbs at 22 damage you mean? That hex has a set duration of 30 seconds, no matter what investment of Curse is placed. 72.70.225.18 17:36, 6 March 2011 (UTC)
 * Also, a level 19 saw them at 15/16, soul barbs at 22 damage, level 15 bone horrors (13 death magic). Also saw undead illusionists. 74.103.116.35 18:10, 6 March 2011 (UTC)
 * I just did it with the highest level of the party being 14, and they were level 11 for us. -- [[Image:User_Lacky_Blue_Paw_Sig.png|15px|link=User_talk:Lacky|My Talk]] Lacky 18:24, 6 March 2011 (UTC)
 * At level 15 saw Restless Corpses and Undead Illusionists at lvl 11; Undead Necromancer was at lvl 12. Soul Barbs caused 19 dmg (Curses 4), Vampiric Gaze 38 dmg (Blood Magic 7) --Kur Nt 93.222.202.201 18:48, 6 March 2011 (UTC)

Note: The necro in the gargoyle temple area will raise several minions from slain gargoyles. I have seen as many as 6 of them at once, and after you level up to 17, they are all going to be level 15. My advice is to stand off and wait until these minions die since you will receive absolutely no XP from them despite their being level 15.

hardest so far?
Cause of the mesmer I think this is the hardest i've seen so far (didn't do the first one cause I was still lvl-ing up), specially cause they are in some hard parts of the catacombs as well. The people on Teamspeak had a lot of fun hearing me swear and shout. I loved it, a real challengeRumian 18:39, 6 March 2011 (UTC)
 * A real challenge for characters who attempts to get Survivor in pre-Searing. Such difficulty reminded me HM in normal areas with exception of size of party; I also doubt that quest was balanced for doing with every possible profession (need to counter melee and degeneration at the same time). Whether it's fun, hard to say... --Slavic 18:56, 6 March 2011 (UTC)
 * Haven't gotten to level 10 yet myself for these quests, but don't you have to do the same things to deal with the charr north of the wall? and without an armor bonus for it? Guildwarsrunner 19:17, 6 March 2011 (UTC)
 * The armor bonus isn't really noticable. Actually, I don't even think it does anything until level 14+, and then it's just to keep high-level things from one-shotting you in your starter armor. It's there to maintain a constant level of difficulty (about the same amount encountered by a lowish level hunting charr), instead of letting things approach impossibility. Anyways, I thought this quest was pretty hard and much more fun than yesterday's, but a bit heavy on anti-physical.--68.55.65.212 19:54, 6 March 2011 (UTC)
 * I think they made it so hard so people aren't soloing them. to make the game a coop in preOcren 14:28, 7 March 2011 (UTC)

trivia?
doctor who - the episode in the library (cant remember the name of the episode) where he says 'people aren't afraid of the dark, they're afraid of what's hiding in it' im not sure so can someone check it if they know what I'm on about? Getefix 19:40, 6 March 2011 (UTC)


 * Great episode, but I'm reasonably sure that the doc wasn't the first to say it. (I believe that some horror novelists have used similar phrasing.) — Tennessee Ernie Ford ( TEF ) 20:19, 6 March 2011 (UTC)
 * Dr Who, Silence in the Library, with one of the better quotes: "Almost every species in the universe has an irrational fear of the dark. But they're wrong- cos it's not irrational." But the afraid of the dark thing is said by many, many people, not explicitly a Dr Who thing :) (KILL MementoMori 07:54, 7 March 2011 (UTC))

Rez Tower
I really wish Anet would add another rez tower to the catacombs. It is bad enough not having any running skills in Pre, but having to run the entire length after you die is very tedious. Don't think I will be repeating this one too often. Darwin Iznang 21:45, 9 March 2011 (UTC)
 * I favour not dying myself, but I suppose one could add another shrine somewhere in the middle, I guess. - Infinite - talk 21:48, 9 March 2011 (UTC)
 * Two exits, two shirines I'd say, big plus that they are on opposite ends (KILL MementoMori 19:07, 23 May 2011 (UTC))

Too much at once?
Does anyone know if you have to kill all of the groups without exiting the catacombs? Or can you kill some of the groups, exit to sell off stuff, or do other stuff, and then come back in and clean up the rest? I think this would be a good thing to have posted in notes, if it is known. 69.182.135.34 02:05, 30 April 2011 (UTC)


 * As described in the objectives, you have to kill 6 Undead Necromancers (the others do not need to be killed). You have to do this before exiting, which is the same as for any quest. (Which is why it's not necessary to mention it in then notes.) — Tennessee Ernie Ford ( TEF ) 02:29, 30 April 2011 (UTC)


 * As with some other quests, you can kill some of the monsters and come back later and kill more, so it SHOULD be mentioned in the notes if you need to kill all before leaving. 69.182.135.34 06:27, 30 April 2011 (UTC)


 * In what quest can you rezone and return later, without completing your task? You can move away from combat to heal, wait for summoning sickness to expire, and so forth; that's true everywhere (except for timed tasks). The only quests that remember how many foes you killed do not require going to one specific area: you can kill Wardens and Minotaurs in any zone. Those are the exceptions. You cannot rezone for vanquishes, exploration quests, dungeon quests, and pretty much anything that doesn't include retrieving and delivering a package. — Tennessee Ernie Ford ( TEF ) 06:33, 30 April 2011 (UTC)