Dzagonur Bastion
From Guild Wars Wiki
This is a mission entry. For information on the explorable area, see Wilderness of Bahdza. For information on the outpost, see Dzagonur Bastion (outpost).
| Dzagonur Bastion | |
|---|---|
| | |
| Campaign | Nightfall |
| Region | Vabbi |
| Type | Cooperative |
| Party size | 8 |
| Required hero | Master of Whispers |
| Duration | Medium |
| Preceded by | Calling the Order |
| Followed by | Pledge of the Merchant Princes |
This mission represents a split in the storyline determined by your choice of either Master of Whispers or Margrid the Sly earlier in the story. You must have Master of Whispers in your party to enter this mission, if you do not have him, you can return here after completing Abaddon's Gate or enter with someone who has Master of Whispers.
Contents |
[edit] Mission information
[edit] Requirements
You must have Master of Whispers in your party to enter the mission.
[edit] Objectives
Defeat the Margonite Generals before their forces take the citadel. Preserve the perimeter bombards to aid you in the battle. Defend the gates to prevent enemy forces from reaching the Citadel.
- Speak to Prince Ahmtur the Mighty.
- (3...0) of 3 gates still stand.
- (3...0) of 3 bombards still function.
- (4...0) of 4 generals still remain.
- Bonus Keep the bastion's defenses intact.
- (6...0) of 6 defenses left intact.
[edit] Reward
The reward for this mission is determined by the number of defenses left standing at the end of the mission.
| Reward | remaining defenses |
|---|---|
| Standard | 0 |
| Expert | 1 - 4 |
| Master | 5 - 6 |
[edit] Walkthrough
The aim of this mission is to make sure that the citadel is not captured. You aren't alone in this task, you have several groups of Vabbi soldiers to help you out and siege support from the citadel. You start out in the citadel and use a teleporter to exit the stronghold and begin the mission.
In front of the citadel there are 3 groups of Vabbi soldiers. The Disciple of Secrets which leads the group can be given instructions on where they should be defending. It is recommended that you send 2-3 groups to defend one side, possibly leaving one to defend the middle.
Initially a few groups of Kournan soldiers will come towards the citadel. Focus your defense on the side without the Vabbi defenders, but you may need to travel widely to help control the Kournans. In a team with 2 or more human players, split into two teams of 4 for mobility and better defense. If you are alone it can be sufficient to flag a hero which is able to look after themselves to help the side with the Vabbi defenders - Master of Whispers as a minion master is a good choice. 2 groups of Vabbi defenders will have trouble defending a side without some assistance.
After several waves of Kournan groups four Margonite bosses, the Generals, will spawn at the far edge of the area in front of the citadel. The Chaos rifts which they control will continue to spawn groups of Kournan soldiers accompanied by a single Margonite demon as long as the boss is alive. The bosses must be killed to reduce the defensive workload for the team and complete the mission. The Generals will only come down towards the fort when each defense is broken - so the elementalist boss will come down to the East Bombard when the East Bombard is destroyed by the Kournan forces and will move onto the gate and beyond when the Kournan forces have destroyed the East Gate. The generals in order from west to east are;
General Doriah,
General Nimtak,
General Kumtash,
General Tirraj.
Go to the side which does not have the Vabbi defenders. Kill any group of Kournans which emerge after the boss spawn and then push up to take out the boss. Fall back if need be to defend the middle, but each time you attack try to kill one of the Margonites in the bosses group. When that boss is killed get on top of the defensive situation on the other side and middle then work on the next boss along from the one you just killed. When the second boss is killed the worst is over and it should now be easy for you get the situation under control as the attackers and defenders are focused in the same spot. Take out the remaining two bosses to finish the mission.
[edit] Bonus
For the Master's reward on this mission only 5 of the 6 defensive structures need to remain. The instructions can be successful to achieve Master level.
If attempting the bonus alone, it may take a few attempts to be successful. To improve the odds of winning, assign a minion master at each of the 3 bombards, and concentrate more groups of Whispers on the bombards that will need protection for a longer duration. When attacking the bosses, take the minion master protecting the corresponding bombard with you, and upon successfully defeating the boss, re-assign him to help with remaining bombards. If you need extra minion masters, you can use elementalist heroes (with some cold AoE attacks).
It is also highly recommended to start with Tirraj as he will go down fastest, provided you can survive his attacks. Interrupts are highly recommended against him.
[edit] Skill recommendations
- Set Master of Whispers up as a Minion Master.
- Set Zhed Shadowhoof up as a Nuker, to kill bosses faster.
[edit] Mission NPCs
[edit] Allies
[edit] Foes
16, 20 Kournan Guard
16, 20 Kournan Bowman
16, 20 Kournan Priest
16, 20 Kournan Oppressor
24 Margonite Executioner
24 Margonite Bowmaster
24 Margonite Cleric
24 Margonite Warlock
24 Margonite Reaper
[edit] Bosses
28 General Doriah → (Magehunter's Smash)
28 General Nimtak → (Spell Breaker)
28 General Tirraj → (Invoke Lightning)
28 General Kumtash → (Anthem of Guidance)
[edit] Trivia
- In the ending cinematic of this mission, the Master of Whispers reveals his true name.
| Missions in Vabbi |
|---|
| Dasha Vestibule • Dzagonur Bastion • Grand Court of Sebelkeh • Jennur's Horde • Tihark Orchard |
| Towns and outposts • Explorable areas • Landmarks |

