Talk:A Time for Heroes

How to Avoid ranged mobs in middle of Combat
OK so when soloing this with a mo/me, both visages and the rest of skills, how do you avoid wipage from the ranged mobs that spawn right in the middle of battle, neither visage can take their adrenaline away cause they are too far, and the only way i can solo this is when another melee destroyer comes out to play, not ranged. Am I missing something?

Possible bug when submerged in lava
I just had an easy win only with heros/henchmen: In the middle of the battle, the Great Destroyer submerged in the lava and did not return. I don't know if a bug caused this or something I did. I finished off all nearby Destroyers, my party was up with full health, but he was still submerged and completely passive. So I tried to hex him, which worked. Then I used Necrosis (life stealing skill, not a damage skill) over and over again and defeated him comfortably after 1 or 2 minutes. Silmar Alech 14:43, 1 March 2008 (UTC)
 * Next to Necrosis being Armor ignoring damage instead of Life stealing nice for you. 86.80.183.215 14:39, 17 December 2009 (UTC)

This is soloable for some mo/w Builds
I just witnissed a Monk/Warrior completly solo this, without even touching any of the Destroyers of Live. The guy advertised a 100% succes run for 2k, so I thought, what the hell, ill give it a shot. We enter, the monk tells us to wait on the shore, he runs up to the great destroyer and next thing I knew, he's fighting with it, and doing 1 hell of a job. Most incredible thing in GW I've ever seen. When I asked for his build he wouldnt give it out, to bad'. I'd seriously want to do that to on my monk.
 * Dervish can do it as well. Uses 55/130 builds.
 * There's a slew of videos on YouTube showing Monks soloing the Great Destroyer. One of the most common builds I've seen is one that utilizes both Ancestor's Visage and Sympathetic Visage to keep the destroyers completely devoid of energy, preventing them from doing any of their special abilities.  --GreyGhost 08:38, 5 July 2008 (UTC)
 * I recommend paying someone(solo monks, while you sitback and relax) for this mission. Like many in EOTN, these missions are flawed and can not be done by normal means,even with the breath of the great dwarf it's not possible(If it just cost 5 and with a low recharge). It's best to let them known by using their forums.--ShadowFog 02:03, 2 January 2009 (UTC)
 * "can not be done by normal means"


 * [[Image:disgust.jpg]] --Jette 02:37, 2 January 2009 (UTC)

triple xp not working here
Was that a deliberate move to prevent an XP gain of ~250k per hour? It's a dwarven primary quest, after all. RolandOfGilead 14:50, 9 September 2007 (UTC) Never mind, someone put in the wrong info on guildiwiki. RolandOfGilead 14:50, 9 September 2007 (UTC)

constant burning
The healing from Breath of the Great Dwarf and Extinguish helps.

You can easily hench this mission with a BHA, LoD, and SoR hero as well as Mhenlo and Zho. If you use Pain Inverter on him he will knock oiff nearly half his health in the first few seconds and allow you to easily defeat him. 65.30.20.38 16:43, 14 October 2007 (UTC)
 * Could you enlighten me what you mean by BHA, LoD and SoR ?
 * Thanks, -Kynik Nikitashi
 * BHA, LoD, SoR. Chriskang 09:29, 15 October 2007 (UTC)

Thanks - tried your suggestion plus made myself and heroes secondary mesmer to add Mantra of Flame. Added Mhenlo, Zho, Devona and Talon Silverwing. Took out the two Destroyers on the direct line to the Great Destroyer on the first pass. Also took care of a couple of other destroyers that wandered over. Went back to shore to cool off and recharge, then dog piled on the Great Destroyer. I had been failing before because I was afraid to interrupt him, but putting pain inverter on him and interrupting away seems to work OK. Went back a second time with a guild mate and basically did the same thing a second time. RedshirtRicky 04:46, 23 December 2007 (UTC)

Necro skills
severe lack of emphasis on how powerful necros are: Spoil Victor + Vampiric Gaze + Jaundiced Gaze are all ridiculous here given the amount of armor you have to punch through. Meanwhile you can also fit Breath of the Great Dwarf (for the heal not the burning removal) and Blood Ritual which can help the energy issues on your monks. --Life Infusion &laquo;T&raquo; 03:48, 22 December 2007 (UTC)

Solo
are the devs aware that 55 monks can SOLO the final mission in eye of the north? no one else find that to be bad design? --The preceding unsigned comment was added by User:Ki-Rin.
 * I'm sure its obvious to them that runners can solo run the easier missions and areas of the game. The final mission is easier than most dungeons, leading most people to complete the dungeons after completing the campaign. I believe this was the design intent. I wouldn't call it bad design. I'd also like to add that past drop-rate nerfs affecting soloers have angered users. Angering users further just before release of GW2 is definitely not part of their business plan. --War Pig5 18:01, 3 March 2008 (UTC)
 * If they didn't wished to let it soloable/runnable, they would only had to create a longer mission or put a small army before the boss. they didn't, they chose it to be that way. lussh 18:05, 3 March 2008 (UTC)

I find dungeons easier... what does that mean? =) Roflmaomgz 18:16, 9 October 2009 (UTC)
 * It's hard, if you play balanced. ATFH was obviously designed for gimmick builds. de   Kooning  18:21, 9 October 2009 (UTC)

One thing people should be aware of about Mo/Me builds being able to run this mission is that you need a very specific spawn-set of destroyers to do so. Destroyers of Deeds, Hope or Thoughts make running the mission impossible for a 55 Monk due to interupts, life-steal and enchantment removal respectively. As War Pig mentioned drop rates for us 'soloers' have been nerfed enough already, no point taking away the few crumbs we have left. --NaomhAchain 01:01, 20 January 2011 (UTC)

Reacquiring Quest
I can't seem to reacquire the quest after beating it once--it's not available through the scrying pool like the others, and Alkar sure isn't helping.... The Goron 21:57, 3 February 2008 (UTC)

Pull & Kill works with some luck...
Beside the special combo tactics versus Mr. D it's also possible to simply pull him to the "shore" where no burning will make the job harder. Use an invincible monk and pull him. He will first use some of his skills against you and then walk up to you. Make sure not to step back too fast cause he's likely to return to his home position when not aggroed constantly. Leave your henches/heroes/group mates on the shore! Only problem here are the spawns who can mean some serious trouble while you try to slowly pull him all the way back to your group. --The preceding unsigned comment was added by User:217.231.125.42 (talk).

Mass interuption without Title skills
I personally like to try new things and beat the odds. With this mission, I figured if interuption is ok except for the mass damage, what if I attempted to have multiple interupts to try and interupt everything? It worked, and this is was done with heros and henchmen only(besides myself), but it may be possible with real people. I find heroes and henchmen can interupt better than real people.

First off, the skills: Necromancer - 12 blood magic and 12 soul reaping; Spoil Victor,Vampiric Gaze,Jaundiced Gaze, Barbed Signet, Life Siphon, Blood Renewal, Demonic Flesh, and Resurrection Signet. Elementalist/Dervish - 10 Earth Magic, 9 Water Magic, 9 Energy Storage, and 8 Earth Prayers; Ward of Stability, Ward Against Elements, Maelstrom, Frigid Armor, Elemental Attunement, Aura of Restoration, Mystic Regeneration, and Resurrection Signet. Mesmer - 10 illusion, 12 inspiration, and 8 fastcasting; Mantra of Flame, Phantom Pain, Conjure Phantasm, Conjure Nightmare, Power Drain, Leech Signet, Shrinking Armor, and Resurrection Signet. Ranger/Monk - 11 Marksmanship, 10 Expertise, 10 Wilderness Survival, and 1 Healing Prayers; Savage Shot, Disrupting Shot, Concussion Shot, Marksman's Wager, Favorable Winds, Troll Unguent, Lightning Reflexes, Renew Life. The rest of my party was Mehnlo, Lina, Zho, and Herta.

The walkthrough: First, kill all of the Destroyers of Lives and any other destroyer you meet, avoiding the Great Destroyer best you can. Once that is done, find a plate of rock to start on so that at first your party is not on fire constantly. This should be relatively close to The Great Destroyer and if not, pull him. When he is in range atack him with all you got until he is dead. Do not worry if the rock turns to lava and your party catches on fire. If your monks aren't being dumb they WILL keep you alive. With the mass interupts and the defensive wards you should be fine. If this doesn't work your henchmen and heroes were being stupid. But I did this on my first try of the technique and it worked. With the mass interuptions the Great Destroyer could do almost nothing. Interupts alone can't exactly bring any one boss down so that is where the Necromancer and the Mesmers illusion skills come in. This takes roughly five minutes I think. Try it out yourself. Have fun. =) LuluDeathkisser 14:17, 6 August 2008 (UTC)

Ritualist
Is there anyway to side step the burning(24/7 -7 degen) to alleviate the job of a Ritualist?--ShadowFog 13:25, 28 December 2008 (UTC)
 * Aside from the obvious "don't use spirits" advice I could give, just keep them off of the lava area and be sure your party fights within their range. Not all of the map is covered in lava.  --Jette 02:41, 2 January 2009 (UTC)
 * Or use as much spirits as you can muster, the two henchman monks and one extra. Kill the destroyers in your way, walk up to him, cast pain inverter and see him cringe. With decent prot monk and the henchmen you should be alive longer than he is... Especially fun in HM. Twam Valandil 94.209.65.245 00:00, 28 December 2009 (UTC)

Devona Tanking
Maybe it's not always the case, but Devona did a good job prevent the great destroyer from facing the other team members today. I was doing NM with heros (discordway) and henches. When we get to the dried plate, there were two ranged destroyers accompanying the great destroyers. I called the other destroyers first before we turned on the great destoryers, whose came for us once aggro'd. After those were dispatched, Devona ran back and kept the great destoryers focus on her. It looked like nobody else was hit by the great destroyer's searing breath, and things went smoothly.

I guess you need enough firepower to finish the small destroyers before the great destroyers eats the rest of the team for this to work. --Xares 09:48, 14 August 2009 (UTC)

4 monks + Pain Inverter
I used 2 monks + interrupt ranger and both monk henchies + zho. Killed the first 2 destroyer of lives by the left side then used pain inverter on the boss. It died after 3 seconds. burning not a problem with 4 monks lol. --Katsu 02:45, 11 January 2010 (UTC)

New bug
I just found a new bug, I frequently run ATfH on my warrior with 2 monk heroes for other players. So I booted in, and the person in my party had left so it was just me and my 2 heroes, I enchanted myself, went in and killed the great destroyer, and this is when the bug occured, the great destroyer died, all of the other destroyers died, but no cinematic booted. Anyway all the corpses disappeared and I wasnt suffering a burning condition or anything when standing in any of the lava, but I waited 10 minutes and still no cinematic. So, a new bug or has somebody seen this before? Still it was a great time for me to get some good shots of the dragon roosted in the rocks :D Ja00d 21:40, 11 January 2010 (UTC)

Tried this a number of times in HM
..and the lava pools are not hardening.

=EASY way to beat this mission=

Have an ursan and volven form, (2 ppl ofc) and rush 1 destoryer of lives at a time, go back, recharge form, rush again, once all are dead, rush the GD, it will go down incredibly fast!

Did I miss something here?
When I talk to High Priest Alkar for this mission he says I don't have the Dwarven weapon or something like that. I was able to find the Great Dwarfs' Forge in another quest but now I wonder what I missed. Also, can't seem to do this with Heroes/Henchies but that's probably due to bad choices.RandwulfX 06:58, 15 November 2010 (UTC)

As for the weapon if you started with the quest 'the knowledge Asura' and 'Against the Destroyers' you get to open a treasure chest after this and you get the weapon.

I just did this with heroes:2 monks/mes, 1 elem/mes and henchmen:2 monks and two wars, after two days trying diff skills.

1. My main problem after getting different spells was monks running out of energy so I cut down the number of spells they carried so they had to repeat the same spells rather than have some in there that did not help so much but used too much energy

I used: Healers Boon-elite

Healing Seed

Healing Touch

Patient Spirit

Heavens Delight

Renew life

Frigid armor kept them from needing to heal entire party all the time and healing seed helped for I used two monks with these skills. All my Heroes used frigid armor even the monks. Notice that leaves one Monk space free as I did not have another good low energy spell. And if they waited for a spell to use again it gave them time to gain energy.

2. I repeat: I made all heroes /elem so they could use water spell Frigid armor to prevent burning. And gave them at least 10 points in water so the spell lasted at least 20 seconds.

3. Second main problem the boss died too slow. If he does not die fast enough your monks will still lose energy and then everyone dies as too many can join the fight against you.

So I used spells that worked over time and tried to keep the boss from using spells by stealing his energy as constant interrupt did not seem to help.

For this I used hero Zed as elem/Mesmer using spells:

Arcane Echo with Energy Trap (Web of deception when I need constant interrupt but did not work here as well as stealing his energy)

Ether feast

Spirit Shackles

for protection Zed used

Aura Of Restoration

Ward against harm

Mantra of flame

Frigid Armor

4. AS an Elem/Mes I used for damage

Arcane Echo with Snow Storm

Energy trap

Ice Spear, did not use much if low on energy and did not need Aura of restore healing me

for protection I used

Aura Of Restoration

Ward against harm

Mantra of flame

Frigid Armor

Zed's attributes:

10 water

10 energy

11 Inspirational

(runes on armor to add + to Energy storage would have been nice I have it on my armor. He has +1 air and +2 earth for another mission and I did not want to change it. Add it to his helmet if you buy it for it gives you the bonus points.)

I used 11 inspirational, the more the better for mantra of flame.

11 energy storage

10 water magic for frigid armor to last until the timer ran out.

(I need to change one of my two helmets from earth and fire to energy storage so I get the bonus then have even more room to add points for the other spells I need for sub jobs for i do not always need earth and fire but always need energy storage. Thus add your best Attribute point to your helmet. My monks have healing prayer. My armor all had Armor +10 (while enchanted rather than against fire damage as I always have Enchantment:Aura of Restoration on.)

I am going back and try to win again using above suggestion turning into a bear of wolf. If it works faster or better than what I did I will let you know.

I began by killing what I could from the bank.

Killed any others and ran back to bank for all to bring up their energy even if the main Boss attacked us. This worked good as many followed us back after we killed the one we had targeted.

It also gave me time to look for a spot that did not have all fire when we first ran to attack the main boss. It looked like dried lava next to one of the brown land marks. The land island places began burning as soon as we touched a solid brown one as I first thought we could just run to them. that's when I noticed the hard lava next to a burning island. I flagged my guys on the spot but not sure it helped as we still would burn without Frigid armor and with the boss loosing energy he did not use big spells on us. We left a dead monk once and ran back for him and then back to the safe bank till all was ready again.

With this setup I could stand in the fire/lava or a burning island. And my monks lasted till almost the end. As everyone died I got the last of the boss without them so this was not the perfect win but it was fast and fun after all the trail and error. When the boss brings on his adds Your guys really have trouble right at the end.

We always died with his having 1/4 life left till I tried this method to steal his energy and keep the monks from healing full party and loosing energy. You do not need full party heals till the end with everyone having frigid armor and using Healing Seed to save your monks energy. --Miragexv 20:24, 15 November 2010 (UTC)

Energy Surge
I have a great tip for all solo players. I just wanted to hint that I tried this alone, with three good hero builds and four henchmen (the heroes were poorly equipped), while playing an Energy Surge Mesmer myself. This battle was easy, I interrupted the important skills myself and drained his energy, making him unable to do anything. This way, I myself as a player controlled the important parts of the battle, while the NPC's dealt damage. The build I used from PvX Wikia is here. -  helena  21:51, 27 November 2010 (UTC)

Blood.
I came up with one that worked like a charm for my dervish. A variant of discord with:
 * [D_any Grenth's Cold Fingers;OgCjkqqK7OB4ob5m+29Dvje4LA]
 * [Bloodway 3 Hero 1 N_Rt;OAhjQwGYoSzMQVgNNiDTSTUbXMA]
 * [Bloodway 3 Hero 2 N_Rt;OAhjQwGYoS+BDNcBNiDTSTjTXMA]
 * [Bloodway 3 Hero 3 N_P;OAljUwGopSrBnOVVNi7Y+Y1Y4YA]
 * Plus Eve, Lina, Mhenlo and Herta.

I'll explain the naming i use too:     . Cheers. MithTalk 05:26, 27 February 2011 (UTC)