Talk:Defend North Kryta Province (Hard mode)

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E/Mo Bonder did the job--Dark Shadows Raider 18:49, 4 June 2011 (UTC)

Can a hero bond well enough to do the job? --12.202.100.130 07:05, 12 June 2011 (UTC)
ST rit did it for me. 74.233.248.32 04:07, 13 June 2011 (UTC)
Did you use a conset or anything similar? --12.202.100.130 09:59, 13 June 2011 (UTC)
Had to have...I had full on N/Rt healer, ST rit Shelter/Union guy, E/Mo healer, hybrid Smite/Proter, Hybrid N/rt healer, and then tons of damage to go along with...plus had party of 8 coming from ToA and failed twice on the second wave. Anyone who's done this just them and 7 heroes, I'd like to see a screenie to prove it cuz this mish is ridic. (Usaf1a8xx 21:21, 19 June 2011 (UTC))
i cant do it  :( if anyone feels like helping me, shout ingame :P ill give the gold coin to person that helps :PSpark-TBa 12:40, 25 June 2011 (UTC)
I've tried with 2 Discord N, 1 Protection Mo, 1 Healing Mo, 1 SoS, 1 Support Rit, 1 Fire El and 1 Assasin Promise R. All with 10% morale boost and one conset. All was perfect but a titan has passed the door and with an attacks inside and outside, the group was separated in 2 parts, and I've failed. Joeyw 13:59, 29 June 2011 (UTC)
I just did it, not with 7 heroes but 5 'cause ToA is far and I'm lazy :D. No cons (I'm also greedy). [There were my builds] (you can probably change some skills to get something more optimized). Disabled skills on Razah's bar are Shelter and Dissonance. Walkthrough:
  • 1. Keep Shelter up with Soul Twisting. Use Dissonance sometimes (when you remember about it). No other micromanagement is required.
  • 2. Before the battle begins, put spirits everywhere, hide behind them. When fighting, renew spirits from time to time. Use your non-spirit skills on recharge.
  • 3. Win.
As long as you focus on Shelter, you'll be fine (and I still managed to fail at some point during the second wave and had to wait for the skill to recharge a whole 45 seconds). I was randomly using spirits and the other skills during battle, and don't really know how it went as I was only watching at Razah's control panel (the only thing I noticed is that Dunkoro died once, and Greywind nearly died on the very last mob because of traps). I hope it will help you if you're still trying to complete that quest. Alea 18:18, 31 October 2011 (UTC)


Didn't like this quest but..[edit]

Thought I'd share what i used/did:

  1. W/A Earthshaker Warrior with anti KD + Death's charge/to the limit (instant ES)
  2. N/Mo Jagged MM with prots
  3. Rt/P ST rit with Stand your ground
  4. E/Rt Fire nuker - they have 63 armor vs fire = more damage than any other element.
  5. N/Rt icy veins healer
  6. R/Me Ranger with Broad Head Arrow + epidemic - suspect this was reason walked over most titans
  7. Me/Rt Panic - not sure this did so much bearing in mind daze, but lots of !! marks..
  8. Rt SoS healer
  • Left from Temple of Ages to go directly to the Settlement - takes about 12 minutes to cross Black Curtain, cursed lands and nebo terrace - worth it for the extra two heroes.
  • Used summon upon entry to zone - waited 5 minutes for half of the summon sickness to go away in case i needed a second one in final battle.
  • Used Armor of Salvation + Grail of might before first titan mob
  • Used powerstone after first 1/2 hero deaths in second battle at the Gate.
  • Daze/KD/Panic everything in sight - kill elementalists first obviously + flag heroes back when Rotting/Wild titans start appearing everywhere, and make sure to target elementalists again - priority to anything Greywind is being attacked by.

I was cheap the first time and thought I could get away without using Pstone for +10 morale and grail - wiped that time, but succeeded with. File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 10:52, 18 July 2011 (UTC)

Thanks for the post, however imo the gold coin and the rest of the Q reward warn't worth the cost of a conset, unless you are completionist and just had to have this done to feel happy with yourself. (Usaf1a8xx 19:37, 18 July 2011 (UTC))
Well grail + armor is 4k, quest reward is 7.5k, its covered. and gold zcoin is worth something too. --File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 08:56, 19 July 2011 (UTC)
I guess to clarify, not just monetary gain, but the "hassle vs gain" ratio is not high enough for me. (Usaf1a8xx 19:29, 19 July 2011 (UTC))
We were 3 humans and 5 heroes and we didn't use cons. It took some work to find a balanced team, but in the end we finished the mission without problems. We used my panic mesmer with Technobabble, 3 rits (sos, sogm and st), 2 mimicry hb/ua monks, one necro with Spoil Victor and another one with Jagged Bones. Obviously, we started from Temple of Ages and we killed first the earth, wind and water titans. Pain inverter is useful too, if you cannot interrupt some AoE skills. If you find the perfect team, the reward is worth it. Linu 23:53, 25 September 2011 (UTC)
First I did this quest from LA, no cons, failed and the res bug didnt work for me. Afterwards I tried from ToA, using an Essence of Celerity. 2 or 3 hero deaths in total that was it. Captain Greywind and the rest of the NPC's didnt even helped defending the settlement, me and my heroes could handle it. I used this: http://www.gwpvx.com/Build:Team_-_7_Hero_Player_Support --Kilaa1000 18:43, 17 February 2012 (UTC)
I do have to say I micro managed the ST to make sure shelter was up all the time. --Kilaa1000 18:51, 17 February 2012 (UTC)
Conset + Greater Conflagration + melee player + melee hero + minion bomber hero + 5 other heroes = easy win--66.175.154.218 03:25, 13 May 2012 (UTC)

Tips to keep Greywind on the town?[edit]

I've been trying this one a lot of times from ToA (yeah, a lot of time already spent travelling from here multiple times...) with my best hero team which was able to complete HM Winds of Change and made many HM elite areas look too easy. My problem is that at first I can maintain them in formation with the ST and the main healer out of enemy range, then the rest of the heros flagged close to the town door (still inside it) and then me tanking and everything goes well... until Greywind decides that he's cool enough to solo the quest and runs forward so I need to break the formation and let my team be surrounded. Farther I went, using Tengu Support Flares was the 4th wave. I've been trying many different "War in Kryta allies" with no success. Any tips? My team consist on: ST rit, SoGM communing rit, SoS channeling/resto hybrid rit, N/Rt healer, Panic mesmer, smiter with SoH RoJ and SB, Command Paragon (to make my huge spirit army deal even more damage and to support with the healing and defenses) and myself playing as A/D with high regeneration, blocking and damage thanks to I'm the strongest and SoH.

PS: Why can't this quest just show the "quest failed enter this zone again" text instead of killing your team forcing you to travel from ToA again? :S Lokheit 06:33, 21 May 2012 (UTC)

Finally completed it with a conset and enough sweets to increase my health by 300 and my energy by 20. Still needed to be very careful with the formation and the first time Greywind died again. This quest was really serious stuff. Now I'm taking the team to "The Last Day Down" from here. Lokheit 18:24, 21 May 2012 (UTC)

Team build (moved from main page)[edit]

Used the following panic mes, interupt/slow spell Shared burden casting mes, heals/aotl nec, prot/aotl nec, blind/air ele with armor against elemental for all party, necro Br with para chants with Stand your ground for whole party energyarmor, resto with blood ritual, me as a ranger/sos. Kept Resto and Br/Para back on avoid fight, rest stood ground, used spirits to defend with pi as added spike

Key to success was Necro Br/para with energy for whole party and Resto with blood ritual for any who needed, other 2 necros healed, mes n ele did damage/kept them off.

Origninal poster: 176.253.158.96

Steve1 (talk) 21:16, 15 September 2016 (UTC)

Ignoring the bad format/grammer/spelling; please clarify your tactics and assume the reader is ignorant about ingame player terminology. --Falconeye (talk) 00:41, 16 September 2016 (UTC)

Zaishen Coin?[edit]

Page says Zaishen Coin reward... I don't have that in my quest log and nor did I receive it as a reward. Is this an error on page or am I too oldschool? --The preceding unsigned comment was added by 216.58.93.169 (talk) at 02:42, 16 November 2018‎ (UTC).

Did you do the HM version of the quest? Or is it possible it was the NM version? Steve1 (talk) 15:07, 17 November 2018 (UTC)

Just passed the quest : handling the Wild Growths was key[edit]

Hey, just passed the quest with 2 players and no consets, thought I'd share our tactic as we took some inspiration from this page.

We ran a fairly classic hero group, with a ST Rit, a SoS Rit, a BiP Necro and Mesmers. I was the tank (P/W) and my friend an Earth Magic Ele. Casters were flagged near the door, friend micro managed ST to keep Union and Shelter up as much as possible. I was running around with Greywind, trying to stay near the door and running to intercept every new wave to incite foes to cast their Sandstorms and Ride the Lightning on me rather than on our Heroes group. This general placement & movement tactic was pretty solid and prevented our casters from taking too much damage, and Greywind from running along on his own.

However, it was not enough as we failed maybe 20 times, always getting swarmed at some point by too many Titans. What really helped, more than changing our builds, was to better understand how the waves of foes work. It seems that a given wave only comes in when exactly one of the original foes from the previous wave is left (maybe there's also a timer which causes a wave to trigger after a certain amount time regardless of the number of foes remaining, but hey you need to kill the foes fast enough to never go through that anyway ;)). Knowing that, the handling of the Wild growths was key. We used to keep these foes for last in a given wave, as they are quite harmless and spawn 3 caster Titans which are much more dangerous. However, while this was for some waves a good strategy, it put us sometimes in a difficult situation : Often, near the end of a given wave, we were left with 2 Wild Growths with not much HP left, killed one, triggering the next wave (because the remaining Wild Growth was the last original foe from the current wave), while having 3 caster Titans spawn, and possibly 3 more because Heroes and allies killed the 2nd Wild Grotwh during the time it took for the 3 casters to spawn. So at that point we were fighting basically two waves at once, which lead to tragic but mercifully quick deaths. During our winning run, we really tried to avoid this situation by handling these Wild Growths efficiently, focusing on the fact that their 3 spawns are quite easy to kill if you're focused on them because they all spawn at the same spot. Our tactics were :

- (always) when one of them died, stay focused on the Titans spawning from them, and throw everything we got at them, re-targetting for Heroes who typically go and hit something else during the spawning time : Panic for zone interrupt, Technobabble for zone Daze, general AoE skills for me and friend were key to completely shut them down and kill them *fast* before the next wave or next Growth death is too close (we oriented our team for massive spiking of these small groups, sacrificing some defensive skills we usually use in general PvE), as their survival lead alsmost systematically to a wipe in the next wave,

- (depending of the situation) sometimes killing them even when there were a few other caster Titans left, especially when they were near the door, in Hero range, in order to prevent the trigger of the next wave with 3 extra casters on our hands

- (depending on the situation) When there were several of them, focus on either killing one, or if they were close, killing both at the same time : better to have 6 close by caster Titans you can shut down and kill before the next wave, than 3 alone and 3 which will spawn during the next wave.

Overall, we were really happy to pass this quest without consets. It was really challenging for sure, and the actual quest reward not worth the trouble, but was really satisfactory for some end-game material.

Here's how I did it (deathless and consless)[edit]

Heroes:

Meta build

I made the following alterations:

1) Replaced "Stand Your Ground" on the ST with Flesh of my Flesh (nobody died so it wasn't needed, but I like being safe generally)

2) Replaced Displacement on the ST with Dissonance, thinking interrupting the enemies would be worth it. In the end no enemy were ever close enough to my backline for it to matter.

3) Replaced Energy Surge on one mesmer with Panic

My build:

E/Mo ER Spirit Bonder

Using Protective Spirit, Reversal of Fortune as the optional skills.

Usage:

I maintained, in order: Myself (PB and LA), then the ST, then the SoS, and then the BiP. I never bonded any of the mesmers. When Captain Greywind was added to the party, I bonded him as well.

I had a Droknar's Fire Staff (20% longer enchantments, chance of halving recharge of spells), and Ether Renewal ended up being up about 80% of the time. I made sure Spirit Bond and Protective Spirit were both on CD when it ended, to ensure I wouldn't accidentally pay the 10-energy costs for the ~5 seconds I would be without ER).

I basically made sure Spirit Bond was on every mesmer, and Reversal of Fortune in-between (especially on the BiP when their HP would dip below 50%). I never actually ended up using Infuse Health (the meta healers are meta for a reason).

Walkthrough:

Starting from ToA, I made my way to North Kryta Province. I re-zoned until I got Lawrence Crafton. The Ebon Ward of +Attack Power was useful for buffing the NPC defenders.

First location:

I flagged my heroes such that the 4 mesmers were spread out and covered the left and right avenues of attack (i.e. 2 mesmers on each, but all 4 could defend either sides if needed). I flagged my backline behind them, spread out once again. Finally, I positioned myself behind the backline.

Then it was just keeping everyone protected as the mesmers slowly chipped away at the enemies. Sometimes I would notice large damage spikes, and be reminded to micro Shelter on the ST (I had them bound so I would just mash the buttons for ST and Shelter, and sometimes Union too).

Second location:

I flagged my heroes right behind the settlement gate, behind the NPC guards. Basically, all 4 mesmers in one big line (as spread out as possible given the available terrain), and the 3 backline heroes spread out behind them in one line, and myself behind the backline. Captain Greywind ended up standing in-between those two lines, if that helps.

The only thing I microed during this section was mashing ST and Shelter when I would notice large damage spikes. You could probably have better results by actually anticipating Shelter ending, but I'm terrible at multitasking. Otherwise I would keep everyone buffed with Spirit Bond and Reversal of Fortune. At one point, Captain Greywin decided to run forwards into the enemy hordes. I just ensured that Protective Bond was still on him, and kepts him buffed with Spirit Bond and Reversal of Forture.

I might have Called/Targetted one of the Gen3 titans (earth/wind/water) at one point, because there were like, 2 wild growths and still 4-5 Gen3 titans around, but beyond that, it was just a nerve-wracking game of whack-a-mole.

I hope this helps! --The preceding unsigned comment was added by Gambade Joyeusement (talk) at 01:16, 22 December 2024‎ (UTC).