Dzagonur Bastion

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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
Prince Ahmtur the Mighty has chosen to take a stand against the invading Kournan and Margonite forces at the stronghold of Dzagonur Bastion. You are to support his forces and prevent the stronghold from falling to the invading forces.

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 each group can be given instructions on where they should be defending. It is recommended that you send 2 groups to defend one side, and defend the middle with the last group.

Initially a few groups of Kournan soldiers will come towards the citadel. Focus your defense on the center with 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 is best to stay with your team and defend the middle and a side without Vabbi soldiers 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; WarriorGeneral Doriah, MonkGeneral Nimtak, ParagonGeneral Kumtash, ElementalistGeneral 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.

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).

Without minion masters assigned to each bombard and with henchmen you can try the strategy of assigning all the groups of Whispers to the same bombard, either the right, or the left one. Then concentrate with your group on the center and the other bombard, and if you move quickly enough you can neutralize the generals before the bombard where all the Whispers are gathered is overrun.

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, as well as elemental protection to counter his lightning spikes. With only heroes and henchmen, it is not altogether unwise to let the east bombard fall if you are starting with Tirraj, since this will prompt the boss to move to the bombard area where he can be killed while you can still provide some defense to the center. Keep in mind, though, that if you lose one more defensive structure you'll have to restart the mission for the bonus.

[edit] Skill recommendations

  • Party-wide speed buffs (ie "Fall Back!") to move between bombards quicker.
  • Set Master of Whispers up as a Minion Master.
  • Set Zhed Shadowhoof up as a nuker, to kill bosses faster.
  • A 600/smite team with Spell Breaker or a perma Shadow Form assassin can effectively tank one bombard, letting the other players concentrate on defending the other bombards and killing Kournans.

[edit] Hard mode

A good strategy for Hard mode with Heroes and Henchmen is to send all the groups of Whispers to the East, and flag a Minion Master just behind them. It is advisable to not use ranged minions such as Bone Fiends, as these will trigger the Kournan Bowmens Whirling Defence which will quickly decimate the ranks of the Whispers. This set up should enable the east gate and bombardment to hold whilst you dispatch the boss spawns if you are quick enough. Be careful to not be in aggro range of the boss spawn points when dispatching the initial Kournan groups. Once the bosses have spawned, it is recommended to start with General Doriah, and work your way east through the other bosses until you reach your flagged minion master. If a Kournan group from another boss starts running to the bombardments, it is possible to aggro them to the location you are currently fighting at - though this will put more pressure on your monks.

When killing the boss spawns, you only need to kill the boss and the Kournans that have spawned with it - you can ignore the Margonites that spawn with the boss, as they will lose aggro easily and never attempt to claim a bombardment or gate. Killing enemy spawns and bosses fast is the key to this mission. As soon as a boss is killed, you should be falling back and preparing to assault the next boss. Any Kournans you have aggroed should maintain aggro and follow you.

[edit] Mission NPCs

[edit] Allies

Human

[edit] Foes

Kournan military

Margonite

Plants

[edit] Bosses

Margonite

[edit] Notes

  • Since the 13 November 2008 update you now gain 25 Sunspear title points for each level of completion in Normal Mode and 80 in Hard Mode, as well as the normal xp and gold rewards.
  • This is one of the harder missions to complete with only heroes and henchmen, due to having to defend multiple points against large numbers of foes.
  • Explorers can choose to ignore all the groups and make a run for the portal in the south, normally leading to Resplendent Makuun. Because it's a mission, you'll just run through the portal and encounter an end-of-the-world-glitch. This makes for an extra, nonrequired 0.1% - 0.2%.

[edit] Trivia


Nightfall missions
Chahbek Village » Jokanur Diggings » Blacktide Den » Consulate Docks » Venta Cemetery » Kodonur Crossroads » Pogahn Passage or Rilohn Refuge » Moddok Crevice » Tihark Orchard » Dasha Vestibule or Dzagonur Bastion » Grand Court of Sebelkeh » Jennur's Horde or Nundu Bay » Gate of Desolation » Ruins of Morah » Gate of Pain » Gate of Madness » Abaddon's Gate
Challenge: Dajkah Inlet Remains of Sahlahja The Shadow Nexus Elite: The Ebony Citadel of Mallyx

Missions in Vabbi
Dasha VestibuleDzagonur BastionGrand Court of SebelkehJennur's HordeTihark Orchard
Towns and outpostsExplorable areasLandmarks
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