Talk:Eastern Frontier

Vanquished
Vanquished with 190 foes using a 4-man team consisting of 1 human smite monk with pain inverter, radiation field and technobabble. 1 N/Mo MM hero with jagged bones, animate bone minion, death nova, prot spirit and aegis. 1 SS Necro hero and 1 restoration rit with Weapon of Remedy. Alex Morningstar 00:43, 13 December 2007 (UTC)
 * zomg help me plox --Slayer0736
 * Just vanquished with a common triple necro team (heroes). I modified the restoration necro to help me against those #$%#!! Grawl Ulodytes. Here are the builds: Me (Healer's Boon monk), SS (OAhkYgHcoIqUegdQZwuDjIGTVVyF), Minion Bomber (OANDUslfSLVVBoB4BJg1DBEVVA) and restoration healer (OAhjYgHcoSOCBCZMSTjTJgVVJXA). You can disable the skills 1 and 2 of the resto. healer if your are fighting against a group without any healer. These two skills reduces the effectiveness of healing prayers. Hopes it will help you :) [[Image:User_Aroz_sig.jpg|Aroz]] Aroz » Talk 17:55, 9 July 2008 (UTC)

I had a bit of a hard time with the Grawls but worked out great at the end... used Sabsway with me being a Mind Blast Nuker with Rodgor's and used Alex's tip for Pain Inventer, Radiation Field and Technobabble... A good tip to remember is if you ran out of mm, die on your own few times for the minions to come... As far as my vanq went I was able to defeat two groups with 3 healers... somehow while I tried to kill the healers minions killed Grawls (Death Nova I asume) so I was left with 3 healers. Just don't give up. One group took me 5 minutes to kill cuz 3 healers were there :), and good luck... Conset might help but I did it with none :)

Tips on Vanquishing
The main problems I found were shutting down healers and blinding physical damage. The Grawl pairs of healers present the biggest problem and careful pulling of ONE group at a time is critical, since their patrol paths overlap. Take extra time with the Grawl and the rest is simple: 1 hr. 15 min for the total vanquish. I set up my character with some support spells and regardless of profession you should find some Dazing or Warrior Shutdown spells to help the group. I did this with three other heroes:

My character (Ele/Me): Support with Eruption, Sliver Armor, Power Block, Tchnobabble, Epidemic, Ebon Vanguard Sniper Support, Summon Ruby Djinn and Glyph of Lesser Energy

Livia (N/Mo): Jagged Bones, Blood of the Master, Animate Bone Minions, Death Nova, Prot. Spirit, Aegis, Signet of Lost Souls, Rebirth

Dunkoro (Healing Monk): Glimmer of Light, Healing Whisper, Orison of Healing, Jamei's Gaze, Healing Breeze, Ethereal Light, Remove Hex, Rebirth

Gwen (Me/?): Power Block, Power Spike, Power Drain, Power Return, Empathy, Energy Burn, Backfire, Signet of Humility

Hope this helps someone!! Jaguar Ogith 16:58, 10 August 2008 (UTC)

The path to Surmia is by far the dirtiest spot to clear. Even if you are not in the agro bubble of grawl patrols they still see you from a distance attacking another group and join in, monks love going the distance to heal allies ;-) Try to have two caster shutdown heros in the team and lock one per monk (dual monk teams are frequent). Even using one of those un-used warrior heros and setting up a Dwaven battle stance build can handle one monk. DBS,hammer bash/crushblow--Justice 23:18, 2 September 2008 (UTC)

What Jaguar suggested above with N, Mo and Me works really well. I (sin) just vanquished it with a similar build. Olias (MM with Guardian and Aegis), Dunkoro (HB Monk), Gwen (Similar to above only with VoR instead of Power Spike) and me (Sin with Ebon Sin and Asuran Scan). You move like a dwarf can also helps a lot if you feel like you need it. Digivampire 04:22, 8 April 2009 (UTC)

I was a little worried to start this vq from what all i was reading. It wasnt bad at all. I was a w/mo using summon ruby djinn and pain inverter (i really didnt use pi). Heroes were 2 n/mo discorders with healing and a spirit spamming necro. I had to fight a group with 4 ulodyte. I had to back out a bit as there were 8 grawl hammer guys. But just pinned all the heroes on one ulodyte at a time and they went down in short order.after i saw i could do it with no problem i used a summoning stone that helped vs the healers. So when you first go out to vq, head north and kill the grawl, then the rest is easy. Btw i didnt use any interrutions.Be sure to have your vanguard title up Micro 04:09, 17 September 2009 (UTC)
 * I'm not sure where I found the vanquishing tip, but if you take a Spiritway build (currently on PVXWiki and part of the somewhat recent PvE Metagame shift) then you will dominate. Just cleared the whole area in 45 minutes. I thought I saw the suggestion on this talk page, but it must've been somewhere else. Anyway, just wanted to +1 the Spiritway build advise, wherever it is. --Knux 00:00, 17 April 2010 (UTC)
 * Been trying to vanquish this area for aaaaaaaages, with all sorts of Hero team builds. I saw spiritway but didn't think it would be effective.  I eventually tried it and breezed through the vanquish in less than an hour.  Thank you to Knux for suggesting it and thank you to whoever came up with spiritway.- TheRave [[Image:User_TheRave_sig.png|talk]] (talk) 15:25, 9 August 2010 (UTC)

vanquish balancing...
Not sure if you are the responsible, but eastern frontier needs adjustments, those groups of 2 grawl healers are almost impossible to kill even worse with a 4man team. --The preceding unsigned comment was added by User:85.242.72.249 (talk).
 * Hard indeed but plausible. Fox007  [[Image:User Fox007 sig2.png|19px|User:Fox007]] 23:46, 28 December 2008 (UTC)
 * More doable than plausible. Ɲ oɕʈɋɽɕɧ  00:00, 29 December 2008 (UTC)
 * I did it with heroes. --[[Image:User Wynthyst sig icon.png | Wyn's Talk page]] Wyn 00:18, 29 December 2008 (UTC)
 * Facing two Grawl/Charr/Dolyak/whatever healers in Hard Mode isn't hard if you come prepared. I never needed more than a Domination mesmer with Backfire, and myself playing as some random Warrior crap. Other two slots were either two monks, or hybrid monk and a MM. If heroes can do it, so can you... Vili [[Image:User Vili sig.jpg|User talk:Vili]] 01:02, 29 December 2008 (UTC)
 * Prophecies in hard mode(vanquishing)with henchies is, if not, nigh impossible to accomplished plus with the dwindling population of Guild Wars is a headache. You can, however, do it with heroes but that's more moola to spend and I cant understand if this is Prophecies, how can someone with only one campaign be able to vanquish alone. You might be lucky enough to find someone to help you, just lucky.--ShadowFog 00:56, 29 December 2008 (UTC)
 * That's when you start looking for a good guild if you don't have one. That's what guilds are for after all, to provide support and assistance, not to mention finding a guild partner to vanquish with always makes it easier. --[[Image:User Wynthyst sig icon.png | Wyn's Talk page]] Wyn 00:58, 29 December 2008 (UTC)
 * I'd assume that most people have Heroes if they are seriously thinking of vanquishing, because it's very hard with hench only no matter what campaign you're in...even running something like an imbagon isn't enough to compensate for bad henchmen. That's an interesting point, though, that vanquishing kind of requires Heroes to do, and that's a bit unfair if you can't afford Nightfall. Guilds are an option of course, but if you only have Prophecies/Factions that kind of limits your options anyway of what you could do in the guild. Vili [[Image:User Vili sig.jpg|User talk:Vili]] 01:02, 29 December 2008 (UTC)

Reset indent. The grawl do eventually run out of energy. Twin Sf eles with MS heroes can make very short work of them, or a SS with barbs + mark of pain and a MM (as I recall sabway has this anyways). Alternatively they do like to kite a lot so with a bit of work it is often possible to get them to move out of range of the others leaving one of them susceptible to attack. Also, try Savannah Heat + you move like a dwarf (Savannah can be on a hero obviously). Hit YMLD right as the second pulse triggers. In 4 man areas HEAVY sustainable pressure and weakness, or lots of knocklock are your friends. That or spiking, which is ungainly because some of the foes have way to much armor, and with the casting bonuses they often heal before a spike can be finished. Kelvin Greyheart 05:46, 29 December 2008 (UTC)


 * Even if its possible to do with exploiting OP skills it should be both fun AND challenging tbh there IS nothing challenging when you know you're either maintaining SY! or dying its all youre choice Lilondra  [[Image:User_Lilondra_Eviscerate.jpg|19x19px]] *gale*  22:05, 31 December 2008 (UTC)
 * Would you mind clarifying something. Are you saying you need SY to even survive, or are you saying it makes things easier.  I'll agree that many pve skills especially pain inverter speed things up tremendously, but saying they are necessary is an outright fallacy.  PI lets you spike bosses (specifially ele and rit) in one or two seconds, but there are alternatives if you don't want to bring it.  Kelvin Greyheart 19:24, 1 January 2009 (UTC)
 * he ment that with one skill you can heal your party with a certain 15 energy skill and a certain enchantment spell and survive. Fox007  [[Image:User Fox007 sig2.png|19px|User:Fox007]] 19:27, 1 January 2009 (UTC)
 * Wut? Don't see what your saying.  Sorry I'm not getting this.  Really tired about now, and the headcold aint helping.  Do you mean There is Nothing to Fear for a certain 15 energy skill?  Still no idea what enchant you mean by enchant... seed of life?  Kelvin Greyheart 19:47, 1 January 2009 (UTC)
 * + And . Fox007  [[Image:User Fox007 sig2.png|19px|User:Fox007]] 20:03, 1 January 2009 (UTC)
 * >even running something like an imbagon isn't enough to compensate for bad henchmen
 * >even running an imbagon isn't enough to compensate for bad henchmen
 * >running an imbagon isn't enough
 * >an imbagon
 * >isn't enough
 * Guess where I stopped reading. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  19:39, 12 January 2009 (UTC)

Its not impossible, but it sure the hell is rediculous. I think virtually every group of grawl there (~6) has 2monks and 2warriors. The monks have very big heals and even Healing hands. The warriors have anti martial skills (counter blow) and anti everyone (Back Breaker) which charge isanely fast due to 50% faster attacking in HM. BiP Livia with some blood steals, has Foul Feast and Cure Hex for support Xinrae's + Vengful Weapon Xandra for healing/dmg HB Tahlkora for obviously quick healing I ran RoJ + Arcane echo + Move like a Dwarf + Finish him....Double RoJ a target and drop both shouts on them to spike them dead. Your lucky if you can get two warriors or the two monks in one cast chain if they are pulled together. Other then the grawl, the rest of ascalon area is easy with a balanced team. Keys: encahnt removal for Healing Hands, livia just had that blood one. blocking/blind, even though i didnt have that at all myself caster shutdown/quick spiking, only shutdown i had was Move like a Dwarf for KD--Justice 02:30, 8 March 2009 (UTC)

I took on the challenge of using a prophecies/core skill bar only and 3 henchies(alesia,reyna,stefan). I was able to kill 1 monk 2 grawl teams. Barely. Im beggining to think its not possible to vanq this area with a prophecies only account and 3 AI. However, in the notes for this page, the Last Day Dawns apparently makes all foes in the area charr. If you take it easy you may be able to do it minus the king dieing and the fact charr monks are not quite as rediculous. Perhaps the next test should be 4 human players with prophecy/core skills only. If thats not possible then perhaps the grawl area is a touch too much? Currently Im capable (with 3 heros maxed gear) of doing this area in 12-15 min with a team build I almost never change beyond tweaking. I love them for testing 4v4 encounters and the mursaat north of Marhans groto for 4(+4henchies) vs lots of aoe dmg. If it collapses under either test its not very versatile. ;-) Justice 03:47, 26 December 2009 (UTC)