Talk:The Villainy of Galrath (Hard mode)

Requires cons?
Since when does "needing skill to be able to complete the quest" involve bringing as much cons and powerstones as you can and hope for the best, since the overwhelming mobness of the mobs is insane? -- Magamdy 16:49, 20 May 2011 (UTC)
 * Eh? I took panic and ineptitude, normal spiritway with Shadowsong substituted for Shelter, resto nec and MM with a paragon with fall back - didn't wipe and didn't use any pcons. I was running 100b - just drag them along the cliff edges to nuke them. --[[Image:User_Chieftain_Alex_Chieftain Signature.png]] Chieftain  Alex 17:16, 20 May 2011 (UTC)


 * In my opinion, quest completion does not require cons nor powerstones. Yeah, the mobs are annoying, but mostly because the enemy healers have the same name as the front-line foes. Pulling is harder, but not impossible and they tend to bunch up if they follow you at all. If you use the original nm-version trick of pulling some on the hill (when you first enter from the area with the last of the three WiK bosses), you can take out at least two groups with aoe, at-a-distance skills. If your team can reliably take out the Kessex Trifecta, they should be able to manage the HM-version bandits. AoE interrupts are really helpful, as are AoE KDs, but lots of teams should be able to manage. — Tennessee Ernie Ford ( TEF ) 17:27, 20 May 2011 (UTC)
 * O well maybe it's just my fault then, cuz when you wipe once, it's just a downwards spiral you can't get out. -- Magamdy 17:54, 20 May 2011 (UTC)


 * Your fault? That's unfair to Magamdy. (Although it's true that, without DP removal, wiping once is annoying. If you're morally opposed to any type of consumables, you can head back to the other areas and kill some of the Giants etc to reduce it.) — Tennessee Ernie Ford ( TEF ) 18:41, 20 May 2011 (UTC)
 * Ok seriously wtf is wrong with the pulling in the area... Whatever you do..the WHOLE area happily follows...It's impossible, I dont know how you guys managed it... -- Magamdy 18:44, 20 May 2011 (UTC)


 * Yeah, they do seem happy to join up to thwart anyone threatening the boss-toon. Did you try the couple of groups on the first hill corner? That should take care of at least two or three (groups). You can get another 1-2 near where you run into Verata's followers by pulling to the edge of the hill; the AI can't find it's way down, which works out as it keeps them somewhat distracted.
 * I'll try your teqniques; any hero setup recommentdarions? I am using sab (I know) with SoS Panic, HB and UA. -- Magamdy 19:03, 20 May 2011 (UTC)
 * If all goes well, you should be down to four-mebbe-five groups. Those are easier to pull apart because they start off far each other. After confronting the first group, start to move away...but not all the way...and let the other groups start to catch up. Before they do, retreat some more. As the groups start to head back to their designated zones, aggro one of the groups...and back up some more. It takes some practice and an iteration or two, but you should give your party enough time to handle the nearest group before the others return. If you need to, you can retreat and repeat; otherwise, you might be able to handle three groups.


 * Backing up also helps re-clump up your opponents, especially if you twist your path as you exit. I prefer flatbows here, because the high arc gives your group maneuvering time, but longbows should be fine, too.


 * Let me know if any of that helps (or fails to); it might be worth fleshing out the pulling article to cover this technique. (I think there are some guides on DLing Charr in pre that have similar tactics for dragging groups away from the patrol area.) — Tennessee Ernie Ford ( TEF ) 18:59, 20 May 2011 (UTC)


 * If you're running panic you shouldn't be running SS - the rupts mean next to no damage is dealt - ineptitude will happily blind + spike out the interrupted mob. --[[Image:User_Chieftain_Alex_Chieftain Signature.png]] Chieftain  Alex 19:04, 20 May 2011 (UTC)
 * Also your own skillbar is important too - something like 100b/Vow of Strength works very nicely when you walk slowly upto the lower side of the cliff, and the casters wand you and melee rush around to the end of the cliff, and you flag heroes like bait and then move them backwards so the bandits move towards them and get blocked on you. etc.. (idk what I'd run as a caster - but several of my guildies have done this with theirs.. so can't be impossible :D --[[Image:User_Chieftain_Alex_Chieftain Signature.png]] Chieftain  Alex 19:09, 20 May 2011 (UTC)
 * Well I'm a war and I usually run Warrior's Endurance with Cyclone axe and whirlwind etc. But I'll try out your strategies, thanks. Tomorrow... Don't feel like trying again lol. I guess I'll just.....render some stuff T_T -- Magamdy 19:14, 20 May 2011 (UTC)
 * If you need a hand you could pm me :p more than happy to help. --[[Image:User_Chieftain_Alex_Chieftain Signature.png]] Chieftain  Alex 19:15, 20 May 2011 (UTC)

What's the point?
If the story is not advanced, then what was the point of adding a HM version of this quest in the first place - was there THAT MUCH demand for it from the players?--Sigshane 10:56, 25 May 2011 (UTC)
 * My best guess is that since anet is making Winds of Change have different rewards for normal mode and hard mode, and they made the Battle for Lion's Arch easier, making hard mode versions of quests is to give the players that really want a challenge something other than Mallyx to keep them busy. And since they have nice rewards, it gets players to do the quests that they don't normally do. -- [[Image:User_Kirbman sig.png]] Kirbman 04:31, 9 June 2011 (UTC)


 * There has been a demand for tougher versions of early quests. It's also a relatively cheap way of delivering new content (a lot of re-usable moving parts). It's arguably better than Z-mish, which merely add rewards without any new challenges.


 * Whether ANet delivered what people had in mind (for HM quests) is something else. — Tennessee Ernie Ford ( TEF ) 04:40, 9 June 2011 (UTC)
 * These are intended to be what Kirbman said - a challenge for the top of the top players. Designed to be hard even with using consets and whatnot. Rewards isn't the goal, just the challenge, though as shown with the Titan quests, they've improved them since this one (to bad it wasn't retroactive). -- Konig / talk 14:29, 9 June 2011 (UTC)

Requirements
Are there any more requirements besides what's listed on the page? My necro just finished the nm version, he's lvl 20 but he can't take the HM quest. He isn't from prophecies but neither is my derv who has no trouble taking the quest. Do you need to have completed Prophecies campaign? Because I don't see any other differences between the two.178.22.219.230 09:03, 11 June 2011 (UTC)


 * None of my characters had trouble taking the HM version and only one has completed Prophecies. I don't remember if I rezoned between accept the NM reward and grabbing the HM version. — Tennessee Ernie Ford ( TEF ) 09:16, 11 June 2011 (UTC)


 * At least one of your chars has to have completed Prophecies, to unlock hard mode for the campaign. -- Hong 09:25, 11 June 2011 (UTC)


 * That requirement clearly applies to the OP, since his Derv was successful in taking the quest.


 * For what it's worth: I had one toon who had completed the original before the VoG (HM) was introduced. I had others who had not completed the original until after the HM version was added; they too had no trouble. I haven't taken any others through since, so perhaps something else changed by accident. — Tennessee Ernie Ford ( TEF ) 10:16, 11 June 2011 (UTC)


 * My Warrior from Prophecies can't seem to get the HM quest either, and I did complete the normal mode quest.--141.70.81.135 22:47, 7 July 2011 (UTC)


 * What quest is Firstwatch Sergio offering you? (And what's currently listed under Kryta in your quest log?) — Tennessee Ernie Ford ( TEF ) 23:10, 7 July 2011 (UTC)