Talk:Junundu

Bug
On a few occassions, I have had a henchmen (Cyn and only Cyn so far) exit the worm on the sulphur, yet still remain in formation with the group, and using the worm skills. Possibly a mere graphic glitch, as it has only happened on my fastest computer, but quite amusing when she roars. I will try to catch a screenshot. 24.235.169.119 02:31, 18 July 2007 (UTC)
 * I've actually had REAL PEOPLE get kicked out of the wurm (for no apparent reason), and die. HOWEVER, they were able to be rezed with Junundu Wail for a few seconds (able to get back to safe land). 68.104.205.160 06:03, 22 July 2007 (UTC)

Species
Anything to lead us to the possibility (aside from the obviousness and common sense) that a Junundu is a wurm, not a Junundu? :P I'm talking about the species in the monsterbox. Eldin 02:16, 21 July 2007 (UTC)
 * That would make sense wouldn't it? That the SPECIES is WURM, and that particular species is called Junundu. So all the wurms that encountered in the southern shiverpeaks, crystal desert, and the desolation are all wurms, but the name of that particular species is different!... Think I'll change it :p 68.104.205.160 06:03, 22 July 2007 (UTC)
 * a junundu's species is wurm, but its species is junundu? i guess biological classification has come a long way since 2007. hint: genus, order, etc. if the wiki term species is the same as the biological term a junundu's species is junundu, unless you think junundus and frost wurms, for example, are capable of producing fertile offspring and you're willing to provide evidence.68.54.150.61 18:56, 8 July 2008 (UTC)
 * At the time of the above posts, about a year ago, "type" in the NPC infobox was called "species," and some lonely NPCs still have species coded into their infoboxes. It's a technical issue on GWW, not biological, friend. -- Chaiyo Kaldor talk contribs 19:02, 8 July 2008 (UTC)

Heroes and Wurms
Normally...Heroes and Henchmen will exit the wurm when you do, however, if you disable 'Exit Junundu', then you can flag the heroes, exit, and do what you need to do (bait some mobs to the wurms :p ) 68.104.205.160 06:03, 22 July 2007 (UTC)

It seems like heroes and henchmen will NEVER use the Junundu Tunne skill, not matter how long you're traveling. Quiet annoying when you need to cover a large distance and they keep lagging behind. 86.52.205.91 12:55, 29 May 2008 (UTC)

Bug Fixed
Just a note that QA carefully tested today, and they verify that the previous bug, which allowed the use of regular skills while inside a Wurm, was fixed. It has been tested by two team members on test servers and the live server, and players are no longer able to equipe Raven, Ursan, or Volfen blessing skills in order to access regular skills inside the Wurm. -- Gaile 00:40, 24 April 2008 (UTC)

Consumables
I was Vanquishing The Sulfurous Wastes and the Necro boss' mob was really annoying me (after wiping and using Clovers ~20 times) so I decided to pop an Essence. Once I cleared the boss I hopped back into the Junundu but the Essence was removed (even once I left the Junundu). Should this be put as a note? Mystical Celestia 10:53, 2 September 2008 (UTC)
 * I've noticed this problem also, and added a note to the page. jarush 13:36, 27 March 2009 (UTC)

Bug?
If you got a skill slot disabled for a hero(in my case was slot 8) and then they get in a Junundu, that skill still stays locked. took me a while to realize why my Koss wasn't leaving his Junundu untill I saw the exit skill was locked. 24.233.254.51 17:49, 19 April 2009 (UTC)
 * It's not a bug since you disable 8th skill slot not the skill that is in it. Super Range Ranger 15:00, 22 April 2009 (UTC)

Trivia?
Any relation to the worms of dune? http://en.wikipedia.org/wiki/Sandworm_(Dune)MrPaladin 13:39, 28 April 2009 (UTC)

Disguise
Shouldn't we at least have a link to Desert Wurm (disguise)? >_< Also, Sulfurous Haze probably should refer Desert Wurm (disguise) instead of mentioning players hiding the Junundu... --NIN37 04:26, 5 June 2009 (UTC)
 * Started editing, but lacking inspiration. :(
 * Perhaps we should either "merge" both articles (because you get the disguise when you use the transport) or "sorting out what info belongs where". Again, out of ideas on how to deal with this right now. :\ --NIN37 04:40, 5 June 2009 (UTC)

Pet Junundu?
I was doing the Gate of Desolation mission on my ranger when I noticed that even though I had entered the junundu, my pet (a dire lion) was still alive. When I took a closer look at it, it looked like a normal player-sized junundu, had 3000 health, and did 55 damage in melee (same as a character fighting with any melee weapon in junundu form). Outside of the mission, whenever I try entering a Wurm Spoor it dies as normal.

This is something I've never seen before and I couldn't find it mentioned anywhere on the wiki. Here's a screenshot. --Adul 15:43, 14 June 2009 (UTC)
 * Same happened here today. My friend and one of his heroes had a pet and both were transformed to junundu. Both haven't used skills, but counted for the healing of Junundu Wail. -Khan Reaper Kerensky 18:25, 7 January 2010 (UTC)
 * I have taken a photo of a Hero's black moa pet in a Junundu - you can see on the right that he has 3,000 health. He did not use any skills that I noticed, but when he attacked, he did so using Junundu Attacks.--Son of Batman 16:07, 17 January 2010 (UTC)
 * I've had this happen as well. I want to say that it was during the mission, but it was a while back, and I can't recall for sure. -Ninjatek 16:22, 17 January 2010 (UTC)
 * I also encountered this during Gates of Desolation today. I guess this doesn't happen in other areas? --[[Image:User_Chieftain_Alex_Chieftain Signature.png]] Chieftain  Alex 20:32, 16 May 2010 (UTC)


 * This is well known, and documented in that article. Just how he mission works. Backsword 21:04, 16 May 2010 (UTC)

Alternate Bug
I've had an occurrence where someone that was with me did not have the Junundu unlocked, yet I was able to get into one before they loaded. I left after they got there to meet up with them at the entrance, and it wouldn't let me back in. This gives the potential for someone to skip a large portion of Nightfall, although it's been quite a while (About a year and some change) since I've done this and it might not be possible anymore. PowerGamer 21:58, 21 June 2009 (UTC)

Bleeding/Degen Bug?
I don't know if this is a bug or if it is working the way it was supposed to, but I just did the Gate of Desolation mission for the first time and I found that when I was hit with Bleeding effects by Margonites, my Junundu lost health at an alarmingly fast pace... roughly 50% over 10 seconds, which amounts to 150 points of Health lost every second, which is way more than the 6/sec rate that is normal for the Bleeding condition. It was a lot faster than what it should have been even if I was not in Junundu as well. My girlfriend and our Heroes also got hit a few times and had exactly the same experience. Health Regen, on the other hand, worked normally. This made it rather difficult to get through the mission since we have limited healing (only if you have enough adrenaline to cause knockdown and then finish off with Junundu Bite). I can see this being intentional, in order to keep the mission challenging, but whether or not that's the case, it should probably be mentioned in the main page either for the mission or here on the Junundu page, unless no one else experiences the same thing.--Drake1132 20:55, 5 July 2010 (UTC)
 * You sure it was just bleeding? However, I have noticed that Junundu lose health fast... it's annoying. And I don't mean that I lose health fast via degen. Just in general, more damage seems to be done. -- Konig / talk 22:00, 5 July 2010 (UTC)
 * You have -22 elemental, and possibly physical, armor in Junundu form. Manifold [[Image:User_Manifold_Neptune.jpg|19px]] 22:29, 5 July 2010 (UTC)
 * No, because even after the fights were over there were times when we were still bleeding and the health degen was way faster than 6HP/sec. I know that in Junundu Form you have less AL vs. Elemental and possible vs. Physical as well, but if I get hit for 22 elemental damage from a weapon attack, and if the attacker has 16 in the weapon's linked attribute, against an AL of 38 (60-22), then I should take 45 damage from the hit, according to the damage calculation formulas here on the wiki.  If I get hit with a spell that normally would hit for 100 elemental damage against my 38 AL, then I will take 146 damage from the spell.  This all amounts to a VERY small amount of damage relative to the 3000 HP you have in the form.  In order to lose 50% health you would have to take 10+ hits at 50-100 damage each.  While that is certainly possible, it is quite unlikely unless the enemies concentrate fire on a single target (which I have not observed them ever doing).  And that doesn't change the fact that Bleed, AFTER no other damage is being taken, still drops health at a rate faster than 6HP/sec.  I'll do some checking to confirm and see if I can time it.--Drake1132 18:08, 6 July 2010 (UTC)

Weapon health and energy modifiers
If you enter the wurm while holding a regular weapon set with no health or energy modifiers, and then, while in the wurm, switch your weapon set to something else that has health or energy modifiers. This lets you have more energy or health than the Junundu normally has.

However, you can't get your health below 3K and energy below 60 by switching weapon sets (i.e. by entering the wurm with +health and +energy weapon set, and then switch to a weapon set with no such modifiers.)

Also, if you have runes that give additional health or energy, try taking all your armor off piece by piece while in the Junundu, and put them back. I managed to get my health to 3129 (1 rune of vitae (+10hp), 5 survivor insignias (+40hp total), 1 superior vigor (+50hp), shield +29 health modifier) and energy to 65 (energy +5 from my caster spear).

Basically, when you take off something that give bonuses to health or energy, the Junundu doesn't let your health drop below 3K or energy below 60. So when you've taken off everything you've got, and you still have the minimum 3K/60, if you put all your stuff back, all the mods will be added onto these values :) --Teisei 「ページ」 「会話」 19:45, 29 August 2010 (UTC)

"Invalid spell target" bug
Forgot to log in for my edit, but I just checked in game and the only junundu skill that gives that error message is Junundu Feast. The others just say 'Invalid target'. Rachele 18:07, 4 September 2010 (UTC)

/salute emote
Should be removed, it makes "some Junundu look at you". I'm guessing, it made Heroes/Henchman look at the players Junundu, which if you did any emote, they would do anyways. --78.150.109.73 12:09, 5 October 2010 (UTC)

Attack speeds and summarizing advice
Is the wurm attack speed fixed? or does it depend on weapon type? If it's fixed, obviously casters should switch to martial weapons (and rangers out of bows at close range). Given that there are relatively few types of encounters while in a wurm, maybe someone could summarize all the data into advice, e.g. everyone should bring a holy scythe vs the undead, etc. &mdash; Tennessee Ernie Ford ( TEF ) 19:37, 5 October 2010 (UTC)

Knockdown
Does a Stonefist Insignia affect the knockdown duration of wurm skills? I've tried swapping out a peice of armor with the insignia and it seems to affect it, but I am not 100% sure. I came to the page just to see but noticed there is not a section that addresses it. Powerfeedback 00:36, 23 November 2010 (UTC)
 * Stonefist only effects 2 second KDs, no Junundu skills are 2 second KDs. Manifold [[Image:User_Manifold_Neptune.jpg|19px]] 01:03, 23 November 2010 (UTC)

Another bug?
Today I was doing the Gate of Desolation mission with my guildies, and I was doing it on a survivor char... cos of this i was advised to stay in the junundu waiting for them to clear the path. They were on the rocky parts as normal characters, and when I went back into to junundu, they all became junundu too!!! Even if they were on the rocky parts, where it's not possible. The were also to navigate in the rocks, and use the junundu skills. if they hit the rocky/sandy border tho, they exit the junundu. Does anyone else confirm this? --  Pixy | Talk 22:23, 13 December 2010 (UTC)


 * Thought that was noted on the mission page? Aro [[Image:User_Aro_Signature_Logo.gif]] 22:49, 13 December 2010 (UTC)


 * Nope... theres nothing here: http://wiki.guildwars.com/wiki/Gate_of_Desolation_(Mission) . When i'll have some free time, i'll test this not in the mission but in normal explorable. --  Pixy | Talk User_pixy_hand.png 09:00, 14 December 2010 (UTC)


 * Know I've read about that before, maybe what I'm thinking of was a bug fix. Often the original behavior remains unchanged in missions (like ursan). Yes I've done it before though it's been a while, seems like a good anomaly/bug candidate for the mission page. Aro [[Image:User_Aro_Signature_Logo.gif]] 09:32, 14 December 2010 (UTC)

Guide to playing as a Junundu?
Has anyone come up with a guide to vanquishing Junundu areas most effectively? As in, which skills to stick with, and which to not bother with? Trying to kill the large mobs while in Junundu form often gets me overwhelmed and killed. - Brian Kendig 17:35, 5 February 2011 (UTC)

Yet another bug
I'm trying to vanquish Joko's domain. Obviously some parts are more or less impossible due to the OP skill we shall we return, so I'm forced into trying to lure them off the rocks to fight them in Junundu form. The problem with this is, when I get out of my Junundu and ping my heroes back still in their junundu, I pull the mobs towards us and they come out of their Junundu even though they're on the normal desert ground
 * Not necessarily a bug (more of an anomaly - it may be programmed like that). After a time heroes and henchmen will leave the Junundu if they're idle (including being flagged) and on regular sand. I've seen this documented on the page, but it seems it was removed. -- Konig / talk 00:14, 9 May 2011 (UTC)


 * What Konig said: it's perfectly normal for the AI to force H/h out of the wurms. The only way I've managed to avoid this is to flag the heroes farther (in the sulfur) and pull carefully. However, I often find it easier (and less dangerous) to sneak everyone out of the Junuudu and use the regular skill set; with the right team composition/builds, the impossible parts become merely challenging/difficult. — Tennessee Ernie Ford ( TEF ) 03:34, 9 May 2011 (UTC)