Talk:The Falls
Statue of Balthazar[edit]
Can't you enter the fissure from there? Like the Statue of Grenth in Lornar's Pass? I'M not sure, but if yes, it should be noted. —ZerphaThe Improver 13:50, 11 November 2007 (UTC)
- Nope. Someone added that before and I went out and confirmed you can't before reverting. --Valshia 16:06, 11 November 2007 (UTC)
- Just tried to use this today and couldn't make the guy spawn. I don't recall this being an issue before. Anyone else having an issue with him? For the record, it was on Hard Mode if that matters any.--Focomotive 20:02, 6 October 2011 (UTC)
The Falls, Totem Axe[edit]
If anyone has a ranger build for farming totem axes, it would be appreciated if you could post it.
Zinn's Lair[edit]
I know the lair is there somewhere, but could someone upload an image (or update the current ones) to show the area? If not done soon, I'll do it tomorrow when I find it. Briareus 05:20, 5 September 2008 (UTC)
- Someone added it to the Zinn's Lair page, so I added it here. Voila! Briareus 08:05, 5 September 2008 (UTC)
somebody should add "the falls" as a landmark, its an interactive point over looking the water, perhaps it has a purpose in gw2 as well? a dragon underwater?
This Place Sux[edit]
srsly. i keep on dying at the last mob in the back there, wind riders have to walk back each time i wipe rather ridiculous... wtb more res shrines?--75.174.57.26 23:45, 4 June 2009 (UTC)
- --Tyri Sunbeam 00:26, 5 June 2009 (UTC)
- This area indeed is low on res shrines, wiped a few times, but the last mob is quite okay. Just bring enough AoE damage and the wind riders go down very easily. Also, don't forget to visit the Temple of Balthazar for buffs! --Vampiretrix 16:35, 14 April 2012 (UTC)
Can't Enter[edit]
I did all 3 N.O.X./P.O.X./R.O.X. quests on day one of their existance on all my characters, and some of them hadn't unlocked Venturi's Refuge. One now has, so I went to The Falls, checking my log (yes, 3 quests done, just had to "Locate Zinn's secret lair") and I can't enter the secret lair to claim my reward. Is this a bug? I am a rit with the 3 necro heroes and Little Thom and Claude in my party. Quite frustrating! – josəph 11:51, 23 June 2009 (UTC)
- Additionally, en route I completed Dropping Eaves so I am wondering if this has some bearing on it. Just gone back to Deep Root to get quest Blood And Smoke and see if this alters things. – josəph 11:54, 23 June 2009 (UTC)
- "3 necro heroes" that is your problem. You need M.O.X. in your party - and the person who has mox needs to be the one to talk to the thing to go in. -- Azazel the Assassin/talk 12:01, 23 June 2009 (UTC)
- Thank you, I forgot I needed M.O.X. – shame it doesn't state that as a required hero in Zinn's Task in your actual Quest Log! I don't always look at the wiki before I do everything in Guild Wars. Thanks for the reminder. – josəph 12:29, 23 June 2009 (UTC)
- It says in the journal thing, that you'll need to take M.O.X. :P -- Azazel the Assassin/talk 13:05, 23 June 2009 (UTC)
- You have space in your inventory for that journal? LOL – josəph 13:17, 23 June 2009 (UTC) P.S. Done now, with M.O.X. in party as you said, ta.
- It says in the journal thing, that you'll need to take M.O.X. :P -- Azazel the Assassin/talk 13:05, 23 June 2009 (UTC)
- Thank you, I forgot I needed M.O.X. – shame it doesn't state that as a required hero in Zinn's Task in your actual Quest Log! I don't always look at the wiki before I do everything in Guild Wars. Thanks for the reminder. – josəph 12:29, 23 June 2009 (UTC)
- "3 necro heroes" that is your problem. You need M.O.X. in your party - and the person who has mox needs to be the one to talk to the thing to go in. -- Azazel the Assassin/talk 12:01, 23 June 2009 (UTC)
Vanqing[edit]
300foes, 1hr:16min, vanqing (no mapping this time). Worst mobs to face = Riders. Other two are skale and spiders. The biggest danger is Deathly Swarm & Rotting Flesh, Cry of Frustration & Conjure Phantasm(they love to spread it) and Punishing Shot & Apply Poison. Had a few deaths but never wiped (although damn close a couple times). Strong hex/condition removal will take you far but really isnt necessary beyond a skill for each. Spreading out your team is key against Riders and Skale and if you can handle that this zone is yours. Oh and be sure to take enough dmg to kill ~3 aloes ata time. Their healing isnt insane but x3 it can be annoying (solid presure drops them), they have no hex removal. Justice 03:05, 6 October 2010 (UTC)
- Having minions and/or spirits to sort of tank the riders and skales is very helpful, and the key to beating the riders is keeping your healers flagged far enough away that they don't get interrupted. Also be careful when fighting behemoths, each one has 2 or 3 life pods around them and if you're not careful you can end up in a fight with 6 life pods if you're at a spot where two behemoths are close together. Necromas 03:34, 15 January 2011 (UTC)
- Yeah... last night ended up in a fight with five life pods at once. Just barely managed to drop them one by one with "Finish Him!". What a pain. ><; 128.113.201.222 17:58, 13 February 2011 (UTC)
3 life pods? 5 life pods? You guys are in cloud cuckoo land. Currently engaged with 9 NINE life pods which popped up in 1 area.....6 hours later, still fighting...
- Retreat to break aggro then pull? Or if you retreat, some will break aggro and you can kill the others. Run! It's what smart people do when things are not going well. Jafar 04:33, 30 May 2011 (UTC)
- I bring Xandra & the asexual one set up as MMs, two necros with Jagged bones and prot, one Bip, Gwen with sig of removal + mantra of inscriptions, and Norgu spamming the anti-melee Illu skills. doesn't matter if you're all at 59% DP, you can still make the Bip sac himself to death over and over, getting rezzed quick-style by one of the mezzies, creating an army of minions (without DP) to absorb dmg. Works everywhere I go.--Ph03n1x 16:13, 30 May 2011 (UTC)
- I'm a panic mesmer and I cannot even overcome them with my standard build that is able to mow down in much tougher areas. This 9 group is just fucking rediculous and unfair. The only thing I can think of is to start over-- those are my LAST god damn group after an HOUR of fighting-- is to bring complicate and a stronger nuker. I was able to do all of the other areas without a hitch. This is just fucking stupid developer design. Areana.Net should be ashamed about this. And yeah, we had NO death penalty. -- 70.125.141.45 20:05, 31 May 2011 (UTC)
- I've never had trouble pulling apart clumps of life pods, although it can be tedious flagging heroes appropriately. 9 at once seems epic-ly unfair, but I had 7 when my mesmer (pre-un-Nerf) VQ'd the area with 3 heroes and 2 hench. So I had to time the interrupts just so. It's hard to imagine that nine would have been that different: bow → backup/flag → engage → backup/flag → repeat, until you are dealing with two or three that are more worried about rejoining their friends than healing each other. (Near as I can tell, this works nearly everywhere in PvE, even against Galrath's Master Difficulty bandits.)
- Your basic team might be able to VQ everywhere else without a hitch, but I don't see why that means that they are best suited for The Falls. When I use the same team repeatedly, I recognize that I'm trading off the convenience of not changing builds/kit for efficiency, power, and safety while adventuring. — Tennessee Ernie Ford (TEF) 22:49, 31 May 2011 (UTC)
- The frickin 9 life pods group took me like 15 minutes to kill them. They really like to stay close to each other ugh. VQed 295 enemies in 1 hour 17 minutes. One of the most ridiculously frustrating areas to vanquish. - Rocketrmd 0:55, 20 Aug 2011 (PST)
(Reset indent) VQ'd with no probs 291 foes in 55min (Usaf1a8xx 03:44, 31 October 2011 (UTC))
(Reset indent) 297 foes in 1hr 28mins at a casual pace including a break. Annoying to get wiped once at the Wind Riders because of large damage from many Cry of Frustrations. Heroes too easy fodder for them. Can sersiously just wand these guys down if you don't use skills though. Puk 12:38, 27 February 2012 (UTC)
Any ideas how to deal with the largest mob in GW - like 40 wind riders bunched together which cannot be split during a vanquish? And whilst I am editing, why on earth did they not put a res shrine halfway through the zone, It's fucjing retarded. Total vanquish time 6 hours, 42 minutes. 3 powerstones of courage used 72k spent at shrine. Summoning stones used (celestial) 36, 20 celestial monk, 10 celestial tiger, 6 celestial rabbit. --The preceding unsigned comment was added by 80.189.136.95 (talk) at 04:07, 10 February 2018 (UTC).
Overall, a tedious, but straight-forward area. The Windriders are extremely dangerous to a player that isn't willing to spread out their heroes. I wiped 2-3 times before I swallowed my pride and sufficiently flagged my Mesmer heroes apart. Keep in mind that as of the latest 2019 update you can hotkey flags for heroes 4-7 (controls); so make sure to flag your healers out of harms way. Once I flagged my heroes apart I found that the Windriders were much less effective because one cast of Cry of Frustration wasn't hitting multiple heroes simultaneously. I didn't need to spam cons other than use a few honeycombs or four leaf clovers to manage death penalty.----LunarRXA (talk) 14:41, 13 February 2019 (UTC)
Didn't have much trouble with this one, pretty straightforward. Used an 8man bip caravan, nothing fancy. Only time I was somewhat close to a wipe(bip died and thats it) was first wind rider boss. 297 foes 48:52. Ratstench (talk) 11:28, 14 May 2020 (UTC)
Largest in Tyria?[edit]
Isn't this now officially the largest zone in prophs? 77.166.207.18 00:13, 13 October 2011 (UTC)
- No, it's eighth on the list (6th if you don't include mission areas). 75.37.21.66 01:10, 13 October 2011 (UTC)