User:Yoshida Keiji/Tsubagakure Oboro/Tyrian Vanquisher/Eastern Frontier

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Eastern Frontier[edit]

User Yoshida Keiji Tsubagakure Oboro Tyrian Vanquisher Eastern Frontier.jpg

Day 2[edit]

Still using a collector's staff without any of the 2 upgrades and no insignias on my armor.

Prophecies has no Earth Magic elite skill (List_of_elite_elementalist_skills#Earth_Magic_.285.29). So I took Elemental Attunement instead of Earth Attunement. Swapped Ward Against Foes for Ward Against Melee (...) And also changed Stone Daggers for Stoning.

Since wards usage fails...Guild Wars Wiki:Projects/AI skills usage/Elementalist Wards, will have to find another method to counter the hammer grawls as maybe...perma-blind (?)...

Dar 3[edit]

This build didn't work...

  • Elementalist Earth Magic 13 (now I got the Stone Eye) / Energy Storage 10 / Protection Prayers 10
Elemental Attunement.jpg
Aura of Restoration.jpg
Eruption.jpg
Obsidian Flame.jpg
Stoning.jpg
Ward Against Melee.jpg
Life Bond.jpg
Rebirth.jpg


Neither this one:

  • Elementalist Air Magic 13 / Energy Storage 10 / Protection Prayers 10
Air Attunement.jpg
Aura of Restoration.jpg
Mind Shock.jpg
Lightning Strike.jpg
Lightning Orb.jpg
Aegis.jpg
Life Bond.jpg
Rebirth.jpg


Day 4[edit]

Henchmen are uncapable to assist vanquish, must turn to take heroes but at least will attempt to clear this area with core & Prophecies skills only builds.

Shatter Enchantment.jpg
Power Block.jpg
Backfire.jpg
Empathy.jpg
Power Drain.jpg
Drain Enchantment.jpg
Ether Feast.jpg
Resurrection Signet.jpg

Template Code: OQBDAqsjCFVAHakBRoIA

Dwayna's Kiss.jpg
Orison of Healing.jpg
Signet of Devotion.jpg
Watchful Healing.jpg
Healing Seed.jpg
Divine Healing.jpg
Peace and Harmony.jpg
Resurrect.jpg

Template Code: OwAS0YIPbkMSJBuKRuIKkYC

Day 5[edit]

Sprint.jpg
Savage Slash.jpg
Thrill of Victory.jpg
Skull Crack.jpg
Galrath Slash.jpg
"Watch Yourself!".jpg
Balanced Stance.jpg
Resurrection Signet.jpg

Template Code: OQATEXqW1orGmo/NpcduCAA

Duplicated Stefan's build according to ANet's henchmen build update 22nd October 2009 on my Koss to compare behaviors.

But it turns to be false, this is his "real" build:

Sprint.jpg
Thrill of Victory.jpg
Power Attack.jpg
Skull Crack.jpg
Balanced Stance.jpg
Healing Signet.jpg
Blank.jpg
Resurrection Signet.jpg


My Koss:

  • Spammed "Watch Yourself!" in every chance...which makes a real difference during gameplay.
  • Galrath Slash was also used everytime adrenaline allowed.
  • Savage Slash...didn't see because I was paying more attention to the fights against the Grawl groups with 2 Ulodytes and the Charr teams of 4 which aren't easy to deal with.

Day 6 (understand me)[edit]

The team build below is sub-optimal, it doesn't even classify withing my "safe-way". The concepts behind these builds are three:

  • ANet sells GW as a stand alone game, which means...any Prophecies only player should be able to max Vanquisher without the need of other campaign skills, neither EotN.
  • The builds were created aiming for Category:GW henchmen feedback. Prophecies henchmen do not have mixed skills from secondary professions and should make sense if a "future" update were to take my suggestions. A clear example is the monk. Everybody would want him/her to have Unyielding Aura in HM...but the same NPC in Normal Mode would be left without the elite...which would cause the loss of a Resurrection skill.
  • Koss's build was only tested to confirm Stefan's build, who's main page description is innacurate.


I finally achieved Vanquish of this area... in my 10th run... :S

My heroes are in poor shape because I finished Prophecies with henchmen only (just for the challenge). Koss in that screenshot...clearly doesn't even have a Vigor Rune yet...

Anybody who wants to Vanquish Eastern Frontier needs to:

  • Clear the Grawls just North and the Charr to the North-East first and leave Devourers to last, specially the bosses to reserve Morale Boosts, if playing without consumables (like myself). If a player leaves the hard ones to last...there's a high chance the VQ will fail and result in waste of time, thus my recommendation.
  • The grawls have several patrols uphill, make long pulls to avoid over-aggro retreating back to the wall and near Guardsman Noell.
  • The Charr are in groups of three, except the ones including either Charr Fire Caller or Charr Flame Wielder or both together...which is dangerous as it means double Meteor Shower. Use a lure so they cast it first and retreat back away, then engage. The ranger Hunters and Stalkers in groups of 4 are strong damage, use obstruction walls like in Pre-Searing.
  • If taking my team build. Bond with Vital Blessing the monk all the time, and a second party member when fighting versus the Charr.

My party[edit]

Ascalon waymaker.jpg
  • Elementalist Earth Magic 13 / Energy Storage 10 / Protection Prayers 10
Elemental Attunement.jpg
Aura of Restoration.jpg
Eruption.jpg
Obsidian Flame.jpg
Ward Against Melee.jpg
Vital Blessing.jpg
Life Bond.jpg
Rebirth.jpg

Template Code: OgNDkLrvGkiWnabwKkxTmA

Sprint.jpg
Savage Slash.jpg
Thrill of Victory.jpg
Skull Crack.jpg
Galrath Slash.jpg
"Watch Yourself!".jpg
Balanced Stance.jpg
Resurrection Signet.jpg

Template Code: OQATEXqW1orGmo/NpcduCAA

Shatter Enchantment.jpg
Power Block.jpg
Backfire.jpg
Empathy.jpg
Power Drain.jpg
Drain Enchantment.jpg
Ether Feast.jpg
Resurrection Signet.jpg

Template Code: OQBDAqsjCFVAHakBRoIA

Dwayna's Kiss.jpg
Orison of Healing.jpg
Signet of Devotion.jpg
Watchful Healing.jpg
Healing Seed.jpg
Divine Healing.jpg
Peace and Harmony.jpg
Resurrect.jpg

Template Code: OwAS0YIPbkMSJBuKRuIKkYC