Talk:The Elusive Golemancer

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The indestructible golem can also be hit with life steal.--The preceding unsigned comment was added by User:Etienne (talk).

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[edit] 1337

1337 damage is a joke, kinda. In "gamer speak" 1337 means elite. Elite=Lite=Leet=L33t=1337. It is normally used to describe a really good player.image:ranger-icon-small.pngBlackie ewilson92 17:56, 2 September 2007 (UTC)

[edit] fire darts

needs to be fine tuned. putting 100 boxes in a small room was obtuse. if you die or lag, golem keeps on going.Palewook 19:08, 3 September 2007 (UTC)

This was a stupid mission. I got to the fire dart room and without realising the golem was supposed to help you with the aura thing I fought on thinking it was just difficult to get through but not impossible, sure you could do it without the aura but not without incredible micromanageing of heros or specific builds or a party team. Wipe number 1. Now with DP We go through again trying get to the other side in the golems field. Heros and henchmen are genious and run outside of the golems aura while fighting and get brunt to death, pinning them down causes them to stay outside of aura range or get caught on golems while running back in and there we have wipes 2 and 3. How did this room make it through testing? Make the golem slower or add an option to stop it. Dancing Gnome 10:26, 4 September 2007 (UTC)
A guildie and I went thought with the golem to protect us and the whole team got whiped except us 2 and a hero monk. We completed the rest of the mission easy with a little of patience. Only that one part is hard in the mission, the rest is pretty much a breeze. Laforge 04:23, 5 September 2007 (UTC)
The rest of the mission was laughably easy, even though I had 60% DP after the fiery gauntlet. You think they purposely made it nearly impossible to do with heroes? Once you get into combat, they stop to fight and the golem marches on. Real fun. Arcthemonkey 04:35, 7 September 2007 (UTC)
The fire dart room is possible to beat in under 50 tries, but it's recommended that you commit seppuku immediately afterwards to prevent any loss of honor. (UTC)
I just did it with Henchies and Heroes, no bigger problems. For fire darts room, stay in front of the worker golem, it will slow it down. Often though golem's protective aura and the golem separate, follow the aura then, not the golem. Also, since you cannot linger anywhere there to fight sentries, you need a spike to bring any single golem down in 2 seconds.Oren Zener 12:44, 7 September 2007 (UTC)
I had no probs with the fire darts... Thought it was kinda obvious what to do. No one died.. My party was ok even without the aura if they did stray out (full hench). Maybe give it another go? Things like this are usually easier the second time around Katzchen 22:21, 8 September 2007 (UTC)

Contrary to what the article says, Insidious Parasite is not a degen hex spell. It is a life-stealing spell. EatMoreBread 05:19, 4 October 2007 (UTC)

"Theres nothing to fear" from the sunspear paragon thing helped for me with the fire darts, i did it h/h without dieng, i just walked on with the golem and as soon someone (usually jora or talon as warriors) ran off to kill the sentry golem i used my Sunspear shout to atleast reduce the dmg, it gives a nice small healing boost too in the end

I have never had any problems with that part (neither in NM or HM). It is annoying and time consuming, but not hard. When using a full hero/hench group, your heroes, henchies will group up around you (no need to flag). Walk directly in front of the golem, inside the aura. You can only take small steps forward one at a time, but your entire group will be in the aura almost always and the golem stays behind you. The few single enemies do not pose any danger, let them run towards you into the aura or eliminate them with ranged attacks. --Xeeron 15:06, 13 December 2007 (UTC)

Apparently, this part of the quest is bugged regarding pets... my pet and my hero's pet both took damage although they were in the protective aura. This caused the two healers in my party to keep stopping to heal them, which meant that they would die and have to be left behind. I died easily a half-dozen times through this trip, mainly due to pets. Donquixote235 02:26, 14 April 2008 (UTC)

[edit] bug?

First room in the quest, my worker golem says 'invalid command' instead of pulling the lever (after fighting through the room). anyone else get this very annoying bug? --Image:User_Jasmine_the_Fey_Sig.jpgJasmine 07:12, 14 October 2007 (UTC)

Can't say I have. You try the other golems?--§ Eloc § 07:26, 14 October 2007 (UTC)
It's happened to me, just zone and try again.
Just got this, lame, now I have to fight back through Magus Stones HM... Lyra Valo Image:User_Lyra_Valo_LVsig.jpg

This is gay. The Golem doesn't coem back for u--The preceding unsigned comment was added by User:74.13.129.149 (talk).

Still not fixed :( EyeContact 19:55, 18 August 2008 (UTC)

[edit] Another bug?

I've tried this twice now, and both times when I'm in the second part of the first room (pulling the lever myself) I get disconnected... anyone else get this? Thehockeydude44 22:08, 4 November 2007 (UTC)

Well whatever was wrong with it last night isn't wrong with it now, since I did it earlier today Thehockeydude44 03:31, 6 November 2007 (UTC)

[edit] Yet another bug?

My party was wiped out while fighting the indestructible Golem. But instead of being resurrected to the shrine on the stairs nearby,we were resurrected to the shrine back before the fire dart room, and we had to go through it again.--Worldly Tutor 22:12, 2 January 2008 (UTC)

Why is my comment showing up in a blue box and running to the edge of the screen?--Worldly Tutor 22:12, 2 January 2008 (UTC)

Don't put spaces at the beggining of the comment. — Eloc 22:02, 31 December 2007 (UTC)

Thanks.--Worldly Tutor 22:12, 2 January 2008 (UTC)

Yw. — Eloc 22:31, 2 January 2008 (UTC)

[edit] Come on ANET!

The bugs been known now for long enough, bit sick off having to rezone to bloody magnus and trawl through all that again on HM.. *GRRR*!!--The preceding unsigned comment was added by User:86.131.150.204 (talk).

I've actually found a way to get past the first room without having to restart at all. Just move ahead of the Golem and take out any sentry golems you find, and as long as nothing aggros the worker golem, you should be fine. I always do that, and i've done this mish about 20 times now, and never had to restart it once.--Ghostbuddy 21:26, 18 June 2008 (UTC)

[edit] 2nd room

The article states about the second room, "Note, you MUST fight the golems, it is no longer possible to simply run to the exit." You don't HAVE to fight them, you just cant zone until the "security access pending" reaches zero. So you could just fight the few right around the lever, wait a little bit, and then make a run for it? Am I the only one that feels a rephrase could be in order?--The preceding unsigned comment was added by User:Hakiki (talk).

Originally, someone would sit at the door. The others would pull the lever. As soon as the lever is pulled, the door opened. Yes, you can wait a little bit (while fighting the G.O.L.E.M.s) and then run to the door, but the person who wrote what you're referring to was just making it known about the change. Overrandom 05:11, 25 May 2008 (UTC)
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