Talk:The Eternal Grove

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This page is still a stub pending confirmation of the Luxon enemies found during the mission. --Aspectacle 01:28, 20 March 2007 (EDT)

Ambiguation in Action[edit]

Since there's a Mission, an Outpost, and an Explorable Area, is an Eternal Grove disambiguation page called for? - Sundown Solstice 14:11, 15 April 2007 (EDT)

No - it has been decided that the mission is the most interesting of all of these so earns the page without disambiguation. It should have disambiguation at the top of the page to the other pages - which it does so this page is fine. --Aspectacle 17:11, 15 April 2007 (EDT)

final plagued wave[edit]

"The Afflicted will always attack both gates simultaneously (exept for the last wave)" and "The final wave will be accompanied by the Afflicted Xenxo and Senku and will attack the northern gate. " give an impression, that the final attack will be ONLY on the north gate, while in true there is a (very minor - 2 warriors) attack on the south gate too. I think it should be changed somehow, so that it doesnt give this false sense of security from that side.Jarkus4 01:27, 20 February 2008 (UTC)

Agreed, having not done the mission in a while, I reviewed the page and left my gate to help with the final assault, allowing the 2 warriors free access. Remedied quickly enough, though it would have been fixed faster if I'd know to wait for them before charging into battle. Adeira Tasharo 04:27, 21 September 2008 (UTC)

With 2 humans and heroes == HARD MODE[edit]

I found this quite easy with the right combination. On my team there was I (healer monk) and I took 2 minion masters and dedicated protect monk (with mark of protection disabled and using it only when needed) the minion masters had jagged bones with a protect hybrid using aegis and protective spirit)

team 2 was an ele human and 2 more minion masters as above with another healer with WOH elite, (so thats 4 MM's!) It's important that you have the 3 juggernauts in your team helping you at at times, even if one dies, make a point of running back and getting the new one to follow you. make sure that 2 juggernauts are following the human with the least experience, while keeping one with the person who can handle his/her gate better.

(I was casting mark of protection on the juggernauts as this makes them invincible tanks.

team 1 and 2 at separate gates

we took power stone of courage and used that when everyone hit 30% DP, plus I activated a grail of might and essence of celerity before the afflicted start their assault.

i would advise no whole team needs to go and kill the turtle sieges when they appear, only one person needs to do this, I cast heal breeze on myself then run in an cast pain inverter on them just as they start to cast siege and 9/10 times they will kill themselves instantly.

You should be able to do all that perfectly well after a few attempts so dont beat yourself up if you fail a few times, you know ur about to win when you have approx 30 minions helping you at the final assault ;)

hope this helps, its a bITCH Xiandrinker

2 players is indeed the way to go, but I did it differently. Since most people have a sabway build stashed somewhere, just bring 2 sabways. You'll have to move the MMs around depending on where the afflicted come but you shouldn't need to heal the singers at all. (Only one heal for one character should do fine)
Perhaps they should note in the page that the cutscene doesn't trigger until you kill the western GROUPS because it looks like you just need to kill the turtles, which can lead to a wipe by ignoring the rest and just ganking the turtle then standing around waiting for something to happen while you get wiped... 87.195.101.155 00:19, 17 June 2011 (UTC)
You are correct, the cinematic did not trigger for me when I killed the second western siege turtle but it did when I killed the entire group of the western siege turtle. I have edited the main page with this change, let me know if anyone finds it incorrect(I have tested it three times in HM). Wyzim 20:25, 8 November 2011 (UTC)

Allied Siege Turtles[edit]

So I was redoing this mission for my elite capture title, and I noticed that after the initial luxon fighting was over, when they came on my team, I had two fully loaded siege turtles helping me out. Does this happen often, or at least has this happened to anyone else? 70.51.127.116 23:50, 26 November 2008 (UTC)

Yep, if you don't kill all the Luxon, they help you once the Afflicted spawn. It's supposed to work that way.
I found they do help, as they are constantly re-positioning for their attack. MystiLefemEle 13:41, 9 February 2009 (UTC)

Single with H/H (NM) Masters[edit]

My team consisted as: Ranger - Trapper (Self)
SabWay Necro Heros
Lukas
Devona
Cynn
Jamei

As soon as entered, flagged henchies at the gate to your left, then went to opposite gate, flagged SabWay to/near right pillar (helps protect somewhat from siege damage), Set traps near steps (top), back to opposite gate, set traps near steps (top), talk to a Dreadnought, bring close to tree singers for their energy boost for the monks. (done same with remaining others) Rinse & Repeat with traps, eventually you can take henchy team and send to the siege turtles attacking Center Hill, while setting traps at their previous spot. (may have to recall to your place and re-send)
After Cut-Scene, do as before,(reset your flags) being watchful for the wave with The Afflicted Maaka, he is a real brute.. Eventually the last wave comes, send all to the northern gate (on your right when you entered) except MM and yourself to fight and hold for the two sneaky warriors. Was able to get Masters, albeit after a few attempts.
Eventhough this was with a Ranger, could possibly be accomplished with the other professions.. MystiLefemEle 13:41, 9 February 2009 (UTC)
Dur, this mission's easy if you know where the next group comes from, you just deal with them fast and move to the next group.

And if you don't know the order groups come at:
During the battle with the luxons the 'hardest' part is the left gate, so let the elite juggernauts gaurd the right. And vs the afflicted the hardest part is first at the left until after the wariror boss, then go to the right
P.S. during the luxon part you will have to take out the turtle and rangers for both the middle, left and right side, as the juggernauts don't attack those. --Chan 18:21, 17 April 2009 (UTC)

Bug with Siege Turtles[edit]

Added Bug Notation, apparently, one of the the Siege Turtles on the small hill(s) could remain hostile after the cut-scene. this was noticed twice, each time, opposite small hill with two player team. MystiLefemEle 08:27, 11 February 2009 (UTC)

I believe Luxon NPC will become allies if you leave them "untouched" (do not attack nor use skills on them). Spells like Retribution (just an example) would deal some damage to them, making them "permanently hostile". Would need to test this, though. --NIN37 14:51, 31 March 2009 (UTC)
I believe you may be right on that matter, Nin37. Last time I was in helping a guild-mate, they had begun an attack on them just before the cut-scene. MystiLefemEle 09:52, 10 April 2009 (UTC)
I was trying to do this mission just now, and after the wave of luxons ended, i went to kill the turtles. I went to the hill in the center, killed both turtles and their respective guards, and after the cutscene, each remaining hill had one turtle hostile and one turtle friendly(with respective guard groups hostile and friendly). Pulha 15:18, 7 September 2011 (UTC)

Hard Mode[edit]

Could someone add Afflicted Necromancer to the list of foes please, just did the mission in HM and there were some necros, although they are not in the list, thanks. Dr.Ted 14:41, 31 March 2009 (UTC)

HM HH possible?[edit]

Anyone with a creditable account of achieving Masters on this mission with H/H in HM? 000.00.00.00 00:29, 16 May 2009 (UTC)

Uh? Flagging the 3 Heroes at one gate and the 4 Henchmen at the other should be enough to prevent Luxon mobs from invading the area.
Just make sure you choose a balanced team. Keeping one Elite Juggernaut with the Heroes and the two other Elite Juggernauts with the Henchmen should help as well (just make sure they don't go away to chase approaching enemies).
I usually beat this mission (either in NM or HM) with 1 MM (or a Tanker) + Nuker + Healer/Protecion and Cynn + Jamei + Redemptor Karl + Erys Vasburg (somehow I do not like Melee AI)...
Bringing Pain Inverter to instantly kill Siege Turtle helps a lot.
When going after the Siege Turtles, un-flag the group from the nearest door (either Hero or Henchman) and use them to mitigate/divert damage... To un-flag just one of the groups, double-click their flag icon below the radar (so, to un-flag henchmen, double-click first flag; to un-flag heroes, double-click each hero flag).
Yesterday I was trying to keep all Siege Turtles alive (just to see whether they would join us once Afflicted groups spawned), but Afflicted will not appear until some of the siege groups are defeated (not sure which exactly ones must be taken down; my guess would be at least first "wave" of Siege Turtles).
Trying Master's for this mission with just Henchmen (no Heroes; no other players) is nearly impossible, though. :P --NIN37 11:29, 18 May 2009 (UTC)
The western groups are the only ones you're required to kill. 66.190.15.232 22:55, 18 May 2009 (UTC)
A friend and I made several attempts to get the master's tonight on HM with 6 heroes, but got absolutely nowhere once the Afflicted showed up. Hardest mission in the game on HM? Astralphoenix777 20:53, 6 August 2009 (UTC)
I assume you mean with H/H. No, that would be either Aurora Glade (trying to mimic PvP in PvE is not a good idea), Dzagonur Bastion or Bloodstone Fen (getting NPCs not to kill monsters, while staying alive, is a royal pain). This one just requires some tricks:
  • Put a N/Rit MM with Shadowsong at each entrance to the grove.
  • Put a Rit with Life and Recuperation in the middle.
  • Take Devona for "Charge!", and run around killing Luxons as they come. (After several attempts you probably know the pattern to the spawns by now.)
  • Do not go out to kill the turtles until all the Luxon waves are finished. The treesingers are pretty resilient in hard mode, plus you have the Rit in the middle healing them, so you can leave this to last.
  • When the afflicted arrive, they will generally go for you instead of the treesingers. Run around killing them and try to stay alive.
  • Beware of the last wave; while most of the afflicted including the 2 bosses come from the north, a few of them will attack the south. Make sure those are dead before concentrating on the northern attack.
This is from a GwGuru thread, about halfway down. Using this method, I got master's on the first try. I was as surprised by this as anyone, since it was actually pretty difficult for me in NM. -- Hong 15:58, 7 August 2009 (UTC)

I've done this today. Not as difficult as I expected, needed only something like five tries to find the right combination of classes and tactics. One thuing that didn't go for me was to split the team. I renounced this very fast, as one side tends to be overwhelmed with no help coming fast enough. First, Heroes:

  • One necro MM (used masochism and Aura od the lich for resilient undeads) ; bone fiends are good for the job.
  • One necro/elementalist, with searing flammes. The amouint of dead here means there is a lot of energy running for a necro. And if you have a lot of energy, searuin g flammes is a very good candidate for spikes in crownded areas.
  • One Rt, mostly used to maintain a sprit of recuperation to keep the singers alive.
  • As for my, I was a monk (smiter) with signets, and a bunch of skills from EoN (standard of honor, ruby jin, snow storm)

I think I took Jamei, Gai, Nika, Cynn, but not really sure. Second, tactics:

  • Stay inside the grove ; you only go out once, to destroy both western turtles. Otherwise, you keep your group together and run to aggro groups. Try to use the fact that opponents do not come exactly synchronized, so you can kill one or two from one side before having to run to the other side.
  • The Luxon assault is when yuou're most likely to lose singers, due to the constant pounding from the turtles. The spirit of recuperation should keep them alive though. Nothing very difficult : just aggro groups as they come, and fight. When the waves are over, go to the western side and defeat the luxon there (keep your Rt in the grove to provide recuperation  !). You don't care for the other turtles.
  • Once the afflicted assault starts, the tree singers risk almost nothing, as the afflicted will fight you rather than them. Continue running inside the grove, aggroing groups as they come and mostly keeping yourself alive while destroying the afflicted.Yvesp 12:53, 25 October 2009 (UTC)

Walkthrough revert war[edit]

Can we please have a discussion about this rather than a revert war? --KOKUOU 07:14, 18 May 2009 (UTC)

Imo, the comment is generic, almost to the point of "PI is good on this boss". Also, as there are 2 doorways, a single paragon wouldn't be able to maintain the shout on the whole party, quite a downside imo. --JonTheMon 15:00, 18 May 2009 (UTC)
I'm inclined to agree with you, Jon, and actually almost made the Pain Inverter comment myself. --KOKUOU 15:17, 18 May 2009 (UTC)
I agree, a tactic that can be applied for almost any mission doesn't belong here. Maybe on a skill article, if anywhere. - anja talk 16:11, 18 May 2009 (UTC)
No, "Save Yourselves!" added on this article is meant to provide a method for players--not just paragons--to provide party (or group) wide defence in vital situations. SY is NOT needed in most Hard Mode missions, because the overall damage capacity is not delimited to confined, stagnant areas with large AoE explosions, with lacks of large party support. The entire point of SY here, is to prevent the exacerbation of high damage spikes in a confined area, while allowing damage to be done. Also, you should realize that in Eternal Grove, one side is hit much harder than the other.
To put it simply, if you believe that "a tactic that can be applied for almost any mission doesn't belong here", I am going to go through this wiki and delete every mention of minion masters, party heal, protection, and trapping that I can find. After all, these are all "generic" tactics that can be "used for any mission". With one extra person, I can hero-hench every area of this game in Hard Mode, including UW, FoW, and DoA (DoA in NM). I have used just about every tactic, and have seen just about every tactic used (including a shoutway). If you believe SY is effective to apply to every mission, there is some major re-learning of this game to be done. --Zeteg 17:35, 18 May 2009 (UTC)
SY! Isn't needed here. It's not needed in ANY mission, nor are things like PI. However, it is a generic suggestion and is useful anywhere. Thus, not needed on the page. MM is actually not generic, because there are many missions (especially in Prophecies and undead areas) where Minion Masters are no good. AoE "nuking" is best in areas with large cluster of mobs - most Factions missions for instance. High Protting is in reference to Normal Mode, where there are more damage than other missions in NM *HM it would be all the same*. To leave a comment on protting in HM, is generic, not NM *that is, when high protting is nearly needed due to the amount of damage*. SY!, being a shout, only has counters in Nightfall and Eye of the North, and small party groups for Paragons. So it is rather generic. -- Azazel The Assassin\talk 17:41, 18 May 2009 (UTC)
No skill is needed anywhere. Skills are useful, and provide advantages when they are used properly, in the proper missions. SY, just like just about any skill, is "useful anywhere", but lacks use in the majority of areas where damage can easily be handled without devoting an entire character to full out damage reduction. If you haven't realized, there are in fact undead who leave corpses, and the very few places that admits an exception to this clause are so few, that mentioning it serves no purpose at all. AoE nuking is useful for clusters, yes, that's why it's area of effect and not single target. In every one of the continents, there are tons of places with AI clutter. If you're trying to make an argument that this isn't true, please provide more specific examples and instances. Your next sentence is fragmented, and terribly constructed; I have no idea what you're trying to say. Protting is useful depending on the situation. Just as you would not use Shielding hands for Saltspray dragons, you would not bring Protective Spirit for Sliver Armor enemies. The real question is whether this adds constructively to the article. If it does, then we keep it. If it doesn't, then we don't. I think, obviously, it is a constructive piece of information. --Zeteg 22:27, 18 May 2009 (UTC)

(Reset indent) Zeteg, everything you said, I already know. Excluding mission skills, no skill is needed, per se, many things are helpful. SY! isn't as helpful here as most 8 man party areas due to spliting into 4 man groups, thus needed two, not one, two shouters - as you say two characters devoted "to full out damage reduction." Yes some Undead do leave corpses, those would be Zombies and Mummies. But also note, that the areas with Mummies have wells, which are faster to exploit corpses than minions, and those with zombies are, usually, miniscule compared to their fellow type of undead - Skeletons. I didn't mean the AoE mention as not useful in every continent, but that it is more useful in areas with constant mobs - i.e., Factions missions, especially Tahnnakai Temple and Vizunah Square for instance. Sorry if I started typing poorly, but after dealing with countless things, and writing decent length paragraphs (since I cannot split them on wiki without going against talk page formatting easily), what I meant is, in essence, what you said. Not even Protection spells are all around. As for your "question" as SY! doesn't help well with just 4 men, at least as a P/W (Paragons don't gain enough energy from shouts to continuously use their skills with 3 others in shout range), while some may find the skill useful, it is not as a P/W for this article. Also, the later part of the comment is rather generic and, as it is simply talking about maintaining SY!, it just adds needlessly to the page. Simply saying "Strong party or AoE protection skills, such as "Save Yourselves!" are useful in this mission due to the team being split in two." or something. Is that a good enough middle ground? -- Azazel The Assassin\talk 02:07, 19 May 2009 (UTC)

If you can't keep up SY in a 4 person group, there's something wrong with your paragon abilities. Okay, I'll stop arguing about skill, because some people can't even keep energy up in the most simple situations for other characters as well. Your proposed alternative is acceptable, if you leave out the "strong protection" part. SY can easily be brought on an assassin, as I've also mentioned. If you like, you can take out the focused anger part. --Zeteg 16:38, 19 May 2009 (UTC)
How positively odious. I had a look at the walkthrough and it tells me to use Save Yourselves! LoL.Tong2 00:54, 6 August 2010 (UTC)

Luxon Players[edit]

How do Luxon players go back and do this mission? I have completed Imperial Sanctum, but don't know how to go back and find this mission. 88.109.3.42 11:33, 22 May 2009 (UTC)

You must complete the Kurzick side of the story by taking the main quest, Journey to House zu Heltzer, from Jamei, and go from there. King Neoterikos 11:37, 22 May 2009 (UTC)
So as luxon you have to gather 10K kurzick faction (so you can accept the defenders of the forest after) to get there? or is it possible to get a runner?84.24.227.112 12:32, 8 February 2011 (UTC)
You have to get 10K Kurzick faction. --Manassas User Manassas Mannysig.png 12:45, 8 February 2011 (UTC)

Allied Reef Lurker[edit]

This has already happened to me a few times before in HM. A certain allied crab seems to be able to tank to no end. This one crab gets attacked by upwards of eight or nine afflicted, including Maaka, allowing us to recover. I'm not sure what causes this. Can someone confirm this?--99.230.146.62 22:32, 13 June 2009 (UTC)

Lurker/Crab follows Luxon Rangers (so, if you don't kill all enemy NPC in the first part of the mission, you'll get more allies later). If ranger dies, Crab will stand still, motionless.
Chances are these Crabs are just body-blocking the mobs. Mobs are trying to attack your party (not the Crab) so will not hurt it. If they are all melee, they won't be able to hit you (because you're not in melee range) and won't change target (cause haven't hit you yet) and will become stuck.
Tip: Revive Animal can bring back fallen allied pets. :P --NIN37 04:30, 15 June 2009 (UTC)
What I think he means is that the crab doesn't die. Which has happened once to me, it was at "1 hp" (no bright red in the bar) constantly taking a majority of the afflicted. I did heal it a few times but it never died when it actually should have. -- Azazel the Assassin/talk 07:03, 15 June 2009 (UTC)
Hmm... was it being hit? Weird. Sometimes NPC body-blocks mob, but not sure why one would get invulnerability. :P --NIN37 01:53, 16 June 2009 (UTC)
It was being hit, and had conditions on it. So, my guess is a bug. :P -- Azazel the Assassin/talk 04:03, 16 June 2009 (UTC)
I can confirm this, it's happened several times for me as well. — Rappy 18:41, 7 August 2009 (UTC)

Best Way[edit]

Best way to finish this mission, bring 2+ people, each 3 heroes or 3 hench, then just split. if a side needs help, travel thorugh the inside of the fort...

Siege Turtles coming up the stairs[edit]

The turtles don't always stay put on their hills, as I learned yesterday: If all the singers of their "assigned " tree die, they leave their hill and walz into the inner grove, presumably to aim for the other tree(s) with still alive singers.--85.177.111.14 18:35, 26 December 2009 (UTC)

Turtleblocking[edit]

Should it be added that you can block the turtle to the north (the one that moves along the ledge) with a partymember? He wont move even if you do, and he barely ever tries to go around you. The turtle wont do a thing after which you can lazily nuke the rangers away before taking the turtle down. This works on all turtles that spawn at the north area. Maybe even leave them alive so they join as allies at the afflicted part? DemonicFahrir 09:39, 10 May 2010 (UTC)DemonicFahrir

Extra allies[edit]

Not killing all luxons. my squad went around and when siege turtle groups came, only killed turtle, left rangers alone. when cinematic came around, they all became alliesNibelhim 01:30, 30 November 2010 (UTC)

Just to remark on this, I noticed the same thing when I helped a guy in Nm yesterday - elementalists, warriors, rangers, north/south turtles all become allies :D User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 23:24, 7 May 2012 (UTC)

Didn't get faction[edit]

Not sure if this is normal, but I had previously completed the Factions campaign via Gyala Hatchery (with Master's award). This was my first time playing Eternal Grove, and I got the Expert's award with 2 skill points in lieu of Kurzick faction. Do mission rewards change if you already completed the equivalent mission for the other faction and/or after you finish the campaign? 76.253.0.17 01:54, 29 July 2011 (UTC)

Easy masters with 7heroes[edit]

Spots 1,2 and 3 should be a MM, some sort of damage and a split damage/heal (n/rt, me/rt, etc). Other spots should be another MM, some split damage/heal, and the rest damage. Flag 1,2,3 at the north gate, then take out the West turtle and south. Reflag at South gate and take out the north turtle, repeat and Luxon part should be done. (You MUST flag the heroes otherwise waves of Luxons will take out the tree singers quite quickly). Once the Afflicted come, keep 1,2,3 flagged North, assist as necessary and stay in the gates. After the initial wave with the Afflicted Makka, everything should go pretty smoothly and you should have no problem getting masters in nm or hm. --SunJinyu 21:00, 5 August 2011 (UTC)

Master's in HM with 7 Heroes[edit]

Another recommendation; this is what finally worked for me.

Human Player: Turtle Killer (W/R in my case)

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Strength 12+1+1, Swordsmanship 9+1, Marksmanship 9

Heroes 1 and 2: Minion Master, Healing Variant (N/Mo)

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Death Magic 12+1+3, Soul Reaping 10+1, Healing Prayers 8

Hero 3: Defensive Spirit Lord (Rt/E)

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Communing 9, Restoration Magic 12+1+1, Spawning Power 9+1

Hero 4: Minion Master, Protection Variant (N/Mo)

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Death Magic 12+1+3, Soul Reaping 10+1, Protection Prayers 8

Hero 5: Interrupter (Me/Rt)

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Fast Casting 8+1, Domination Magic 12+1+3, Inspiration Magic 7+1, Communing 8

Hero 6: Anti-Melee (Me/Rt)

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Fast Casting 10+1, Illusion Magic 12+1+1, Inspiration Magic 8+1, Restoration Magic 2

Hero 7: Party Healer (Mo/E)

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Healing Prayers 12+1+1, Divine Favor 12+1

Utilization

Success hinges on a number of petty details, particularly flag placement.

Hero Location: Ritualist & North MM
Hero Location: Western Team & South MM
First, flag your ritualist (Hero 3) in the center of the grove, equidistant from the Forever Trees. Position the first two MMs at the base of the stairs to the north and south trees. Flag the rest of your heroes between the middle two Tree Singers at the western tree (on the west side, the opposite from where you enter). These screenshots should provide some clarification.

A note on the MMs: I generally prefer Jagged Bones, but AotL is necessary to hasten the building up of an army. Without it, there will not be any false targets in place to distract the first wave of Luxons. The MMs must be at the base of the stairs (not in the midst of the singers like the western team) or they will not body-block effectively. Heal Area is recommended, but the rit's Spirit of Recuperation will provide the lion's share of healing for the north and south trees.

Once you have finished flagging your heroes, quickly leave the grove and wait at the base of the cliff below the western tree with a longbow equipped. The first waves of Luxon Warriors will arrive; watch their movement so as not to aggro them. As the first Siege Turtle approaches, wait closely, but stay just out of range of the rangers escorting it. Just as it begins its Siege Turtle Attack, cast Pain Inverter. If this does not kill the turtle immediately, use Hunter's Shot followed by Signet of Infection to deplete the remainder of its health. The next turtle arrives to the south, followed by another to the north; kill them in the same fashion. Do your best to ignore the rangers, but it may take some practice to avoid aggroing them. Sometimes, they are arranged in such a way that it is unavoidable, or they are alerted to your presence before you even arrive.

Provide assistance in the grove for a minute or two, then return to the south and north in that order for more turtle assassination. By the time the western turtle has returned, it may be safe to unflag the western team (the bulk of your party) and lead them out to kill it swiftly.

Throughout this phase, pay particular attention to the health of the first two MMs. If the the western team is not under pressure, flag them slightly to one side so they can support the beleaguered MM. Furthermore, it may be necessary to keep the rit's bar open and micro-manage Recuperation; the hero seems to be reluctant to maintain it due to the high energy cost.

Once the waves of Afflicted begin, reflag your heroes at the gates. The larger western team should relocate to the south, and you should abandon your longbow and support the two MMs at the north. The ritualist is most effective in the center. Do what you can to gauge the relative strength of the Afflicted at either front, because at some point the teams should swap places. I wish I could be more specific about what to do during this portion - I admit I bungled this a bit - and while my MMs died frequently, it was not enough to jeopardize my success. The MMs are by far the weaker team due to their lack of skill diversity and competition for corpses. Prioritize killing Afflicted Monks with Pain Inverter, as Ray of Judgment can quickly annihilate a group of minions. Interrupting it may be wiser, but I neglected to bring Savage Slash. Your primary profession may render you more suitable this role.

By the time the final pair of warriors arrives at the south gate, it is safe to unflag all your heroes and kill the two bosses at the north.

You may wish to use some or all of a conset. I used a Grail and an Armor as a precaution, but I found that they didn't seem necessary.

If this was too long-winded or unwelcome, I wouldn't mind removing it. This is my first post and I'm unsure of the etiquette regarding this sort of thing.

In closing: I. Hate. This mission. Good day, gentle readers. User Red Omen Tango-energy-red.png redomen 21:13, 7 October 2011 (UTC)

"I used a Grail"
I know enough, thank you. Koda User Koda Kumi Horns1.GIF 21:01, 4 March 2012 (UTC)
A Grail does no good if you can't effectively bodyblock the Singers at the beginning. I didn't use it until the Afflicted appeared, and even then it was unnecessary with this setup (as I discovered on subsequent attempts). User Red Omen Tango-energy-red.png redomen 23:48, 12 March 2012 (UTC)

Turtles (again)[edit]

Anyone recently done this mission? I was heroing in hard mode and left one turtle alive on one side (all western turtle squads killed), and about 7 rangers total from the luxon assault. The rangers became allies but the turtles did not. I did skip the cutscene (as is my habit), i wonder if you have to watch the entire cutscene for the turtles to become allies? (I'm refering to the bug at the bottom of the page where "Sometimes Siege Turtles or Luxon Rangers on one of the small hills may remain hostile after the intermediate cinematic" ) User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 01:55, 28 January 2012 (UTC)

I usually only kill the 2 turtles to the west to trigger the cinematic and I skip it. Sometimes the turtles at the north or south both become allies, both remain foes, or one turtle becomes an ally while the turtle right next to it remains a foe. --Silver Edge 07:21, 29 January 2012 (UTC)
I also had trouble with the turtles remaining to the North and also the South as detailed by Silver Edge above but after a couple of waves of the Afflicted but they seem to be killed, so finally managed to complete this mission in HM with 7 heroes as suggested and myself also as an AotL MM. Lady Elyssa 21:24, 15 February 2012 (UTC)
Ok I did some research on this!
  • The first Western turtle, and seemingly the first wave of foes from each direction after that must be killed in addition to the second turtle and its crew on the western front.
  • When I let all of the North/South turtles live, I found that the first turtles that arrived on the hill do not become allies after the cutscene - the second N & S turtles do become allies though. (After defeating the agressive turtle that was standing beside the allied one) the allied turtle and crew of 3 rangers began to patrol back and forth between the hills they came from and the grove.
Also I took screenies of the luxon guard captain :) User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 19:58, 18 May 2012 (UTC)


Regarding Juggernaut mention here[edit]

The link goes to the Kurzick Juggernaut page,which at the top states "This article is about the NPC found in Fort Aspenwood and Gyala Hatchery. For the summoned creature, see Juggernaut (summon). For the jade-carrying NPC found in the Jade Quarry, see Carrier Juggernaut." I am not sure if those are entirely like the ones in this mission, and I am not sure what should be done, if anything. I came here to find out about how to set the Juggernauts to follow me and how to command them, but that info is neither her nor on the linked page. I assume it's on a page that has to do with managing allies, or somesuch, so I am going there next, but it's possible we might want to link to that info on this page, or on the Kurzic Juggernaut page. I'm still reading up on all this wikis standards and such, so I do not yet want to edit pages myself. Thank for reading this and either responding and/or taking appropriate action :) Gren 21:45, 9 March 2013 (UTC)

I've removed the link to the Juggernaut page. The juggernauts in this mission do have the same skillset (anti kd, juggernaut toss) as the Juggernauts on that page, but these ones are named Elite Juggernaut Berta, Elite Juggernaut Klaus & Elite Juggernaut Lieber - they're linked from the NPCs section.
I was amazed there weren't any instructions on setting them to follow xD (its a case of talk once to make them follow, talk twice to make them defend + stop following). Hopefully that addresses your issue :) -Chieftain Alex 22:57, 9 March 2013 (UTC)

Alternative approach[edit]

This alternative method is tricky to pull off but when executed correctly allows for players to complete the mission in Hard mode with a team of heroes. The player must bring healing skills, making this easier for monks and ritualists, but the healing power need not be excessive. Furthermore, two of your top three heroes must be minion masters with Heal Area and Dwayna's Sorrow. Finding space for Recuperation within your party will also help substantially.

Method: Destroy the first Siege Turtle that approaches from the west as per usual before quickly running back to the clearing where you begin. Flag one of your minion masters directly between the two middle Tree Singers by the northern tree, and your other minion master in the equivalent location on the southern tree. Now the aim is to defend the clearing without leaving to kill the Siege Turtles. To do this run back and forth, using a longbow or flatbow to pull enemies towards your group. Keep an eye on the health of the Tree Singers and manually heal them where needed. Eventually, after several waves of Luxons, there should be two Siege Turtles to your north, and two to your south. At this point, start watching for the final Siege Turtle approaching from the west. When it does, leave the clearing and kill it and its entire group, triggering the cinematic and the Afflicted assault. Re-flag your two minion masters at the southern gate and use the rest of the team to defend the other. You may need to assist your two minion masters occasionally, to speed things along. When there is only one group remaining tie up the bosses at the northern gate long enough for your minion masters to kill the two warriors that try to sneak through the southern gate, before clearing all flags. Kill the two bosses with your whole party to end the mission with Master's Reward.

I've moved the above section from the page since the two minion masters alone cannot hold a gate while the rest of the party defends the other during the Afflicted assault. Since the above section was originally added on 6 April 2011, Mind Burn (used by Afflicted Elementalists) was changed to affect foes adjacent to the target in the 5 January 2012 update. Some Afflicted groups have one or more Afflicted Monks and Afflicted Elementalists, so the minions of the two minion masters cannot withstand the combined damage from Ray of Judgment (used by Afflicted Monks; since it's holy damage it does double damage to minions) and Mind Burn. "The player must bring healing skills". Also a player character doesn't need to bring healing skills and you don't need two "minion masters with Heal Area", since a ritualist with Life and Recuperation can keep the Tree Singers alive during the Siege Turtle attacks. --Silver Edge 02:31, 23 September 2013 (UTC)

Easy hard mode with heroes[edit]

This mission can be very tricky, but I managed to do it without real issues in Hard Mode. Your party needs to be set up like this:

  • A Defy Pain warrior [OQcTEZK/Hxn8LAbqDsrCuEAA]
  • A SoGM ritualist [OAOj4kgMZOO7z23czFtnHXMnJA]
  • Dual necro's [OANDUshvSyBVBoBbhKg3V1DBEA] and [OAhkUIG4hGyzT1OYJqqSzJX17iB]
  • An Unyielding Aura monk [OwUTMwmC5hhsRubuTJSXMD0DAA]
  • Dual mesmer's [OQhkAoB8AGK0LwKQeGCIJQGwy3FD] and [OQlkAkC8AaWDNY6Z6yBDhMwyfHD]

As the player, you will need this build [OQgiQxiMVNdN9N5DWOFtRDyMBA]. It only uses ritualist skills, works even on a warrior (a candy apple helps).

It is important that you put the SoGM rit, the Defy Pain warrior and the Unyielding Aura monk as your first 3 heroes so you can control them.

When you enter the mission, you should stay at the center tree and flag your heroes there, but you should flag the Defy Pain warrior and the SoGM rit at one of the gates (each on one). Make sure they aren't too close to the gate, but far enough to your party. Their intention is the aggro the foes before they go to the tree singers, these aren't there for damage. Your party will automaticly attack the foes that are attacking once they are close enough, and with the minions and spirits this shouldn't be an issue. Once you see a turtle, try to sneak behind it and use your spirit skills, set them up, then teleport them close enough. Try to avoid the other foes, only the turtles need to die. Once you've killed one, return to your heroes and kill any leftover foes. Once you see the next turtle, go to it and kill it. Simply repeat this, your party should be able to hold out on their own.

If you decide NOT to kill the optional turtles on the side, micromanage the "Recuperation" skill which will make sure that the tree singers are healed enough. Should the tree singers ever be in danger, immediately use Recuperation, and should you die, micromanage the Unyielding Aura monk to ress you.

For the last turtle, you can unflag your heroes to help you, as long as there are no mobs left (a siege turtle shouldn't be that much of a deal).

The last part is just killing the Afflicted, which is easy enough and straightforward: just kill them. Beware the 2 solo warriors.

This tactic got me through in 2 attemps, so I hope it helps somebody. --User Vampiretrix Sig.pngVampiretrix 06:10, 11 February 2014 (UTC)