Jennur's Horde
From Guild Wars Wiki
This is a location entry. For information on the outpost, see Jennur's Horde (outpost).
| Jennur's Horde | |
|---|---|
| | |
| Campaign | Nightfall |
| Region | Vabbi |
| Type | Cooperative |
| Party size | 8 |
| Required hero | Koss |
| Duration | Medium |
| Preceded by | Heart or Mind: Garden in Danger |
| Followed by | Crossing the Desolation |
Jennur's Horde is a mission which represents a branch in the storyline. Only one of either this mission or, the other view of the story, Nundu Bay needs to be completed.
Contents |
[edit] Mission information
[edit] Requirements
Koss must be in your party to enter this mission.
[edit] Objectives
Defeat the Harbinger of Nightfall before it summons enough demons to destroy Seborhin.
- Protect the spirits of Seborhin from the onslaught of torment demons.
- The Light of Seborhin is the only thing that can harm the harbingers. Drop the Light of Seborhin when you are close enough to an enemy to release its energy.
- Horticulturist Hinon must survive.
- Bonus Defeat the additional Harbingers.
[edit] Reward
In this mission, the rewards are based on whether you defeat any of the additional Harbingers.
| Reward | Harbingers defeated |
|---|---|
| Standard | 0 |
| Expert | 1 |
| Master | 2 |
[edit] Walkthrough
Once everyone loads in, proceed around the planter and wait for Hinon to create a Light of Seborhin. These are the only items that can be used to defeat the numerous Harbingers including the final Harbinger of Nightfall. Down the initial corridor await three Harbingers. Two lie in the center of the corridor and the third at the top of the stairs at the end. To defeat them, a player must drop a Light of Seborhin in the area of the Harbinger. The Harbinger is then replaced by a Spirit of Seborhin which then will spawn more Light of Seborhin bundles.
Every two minutes, a group of Margonites will spawn at the location of the Harbinger of Nightfall and proceed west. As more Harbingers are defeated, these groups will become larger and thus more deadly. The bonus Harbringers are excluded from this rule. As such, some players choose to leave the two Harbingers in the corridor alive to keep the spawn group size smaller.
The composition of spawned groups depends on the number of defeated Harbingers as follows:
Past the corridor, the path splits north and south. Static Margonite groups linger around, but once defeated they will not return. Both directions are blocked by a Harbinger, but they both come back around and rejoin. Again, some players leave these Harbingers alive to keep the spawn size small. Spawned Margonite groups will randomly choose one of the two paths, so players must keep a watchful eye on both sides to ensure a group does not pass by and make its way to Hinon. Should players choose to attempt the bonus, they must defeat the Harbingers located on the stairs branching off from each of the two paths, marked as light blue crosses on the map. If you happen to be doing this mission alone (with henchmen), it is generally safe to return to the central point (where the two paths re-converge) in order to wait for the spawned Margonites. Killing them takes 30-45 seconds usually, leaving you just over a minute to do stuff (such as the bonus) before returning for the next wave.
With the paths rejoined, only the Harbinger of Nightfall and a number of Margonites remain. It takes three Light of Seborhin to defeat this Harbinger. So if there are at least three human players, it is common for them to all rush towards him and defeat him as quickly as possible. If playing with heroes and henchmen, the player(s) must return to a Spirit of Seborhin (or Hinon) for another Light and return.
[edit] Bonus
Kill the additional Harbingers and the Margonite groups they are with. The groups are located at the top of stairs to the left and right of the Harbinger of Nightfall. The Margonites surrounding the Harbingers must also be defeated to achieve the bonus. Keep an eye out to ensure spawning Margonites do not sneak around the opposite path while attempting to kill the bonus Harbingers.
Key to winning the bonus is not aggroing a stationary group of enemies unless you have just defeated a spawning patrol, thus giving you enough time to finish the stationary group before the next patrol spawns.
[edit] Skill recommendations
- You will be facing hordes of Margonites. Lightbringer skills may help immensely during the mission.
- You may want to take a speed boosting skill to intercept the spawning groups, drop Light of Seborhin and run away, or to run past Harbingers you wish to leave alive.
- With the endless spawns of Margonites, there are numerous corpses, making a minion master very useful for this mission.
[edit] NPCs
[edit] Allies
[edit] Foes
24 Margonite Executioner
24 Margonite Bowmaster
24 Margonite Cleric
24 Margonite Warlock
24 Margonite Seer
24 Margonite Sorcerer
24 Margonite Ascendant
24 Margonite Reaper
| Missions in Vabbi |
|---|
| Dasha Vestibule • Dzagonur Bastion • Grand Court of Sebelkeh • Jennur's Horde • Tihark Orchard |
| Towns and outposts • Explorable areas • Landmarks |

