Talk:Jennur's Horde
Requirements[edit]
I'm not sure if this page should be changed. Under requirements it says "Heart or Mind: Garden in Danger primary quest completed, or completion of the Nightfall campaign" key word being OR. However, my character who already completed nightfall still had to complete Heart of Mind: Garden in Danger to get the NPC to have the mission icon and correct dialogue. I had to Google it since nowhere on this page does it say to do both if your character went with the other branch during story even after completion of Nightfall. Brently (talk) 20:03, 6 December 2021 (UTC)
Additional Dialogue[edit]
If you attempt to begin this mission with another player who has not completed Heart or Mind: Garden in Danger, Master Gardener Kobahl will say:
"These are dark times, and without enough strength, we cannot hope to overcome what awaits us. We cannot proceed with <Player Name>. It would be much too risky indeed."
Should this be added under the Notes or Dialogue section? Or to Kobahl's page? ninestories 13:27, 31 May 2012 (UTC)
- Put it on Master Gardener Kobahl's page. Nice spot. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 18:31, 31 May 2012 (UTC)
Patrol table[edit]
Personally I like it and its a bit of additional interest. I think YK has got the wrong end of the stick lately :/ (The wiki is supposed to be helpful, not short.) File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 00:07, 2 August 2012 (UTC)
- Perhaps we could move it to a separate section (not under the main part of the walkthrough). I don't vary my tactics because I know about the composition of the patrols, but I sure do want to know that there's a pattern and the table format is the easiest way to present it. I, too, want to see it restored. – Tennessee Ernie Ford (TEF) 01:56, 2 August 2012 (UTC)
- It's a unique aspect of this mission which should be documented on a wiki that is suppose to document Guild Wars. --Silver Edge 05:03, 2 August 2012 (UTC)
- I don't have the wrong end of the stick, I'm sharper each new day. The wiki information display is discussed by attrition, a maelstrom of opinions. Why is the patrol composition irrelevant? Because the tactic to defeat it doesn't change nor you cannot change your party formation while already in a mission. And the same goes for the static Margonites, players don't check enemy formation of those either. The only pattern worth noting is that:
- Every two Harbingers you have killed, the next patrol size will increase by one extra Margonite.
- Which provokes a slight delay in finishing them off (Hard mode, that is). And that is my middle ground. What professions come with them has no relevance, if the community were to really be watching the Margonites formattion, then people should be talking about "their team build". Example 1, if the Margonites have 5 members, the last one is a MM and needs to be eliminated first or their numbers will grow. Example 2, if the Margonites have increased to 6 members, they will be coming with two Panic mesmers and need to be killed first or they will render your party useless. Clearly, since Nightfall release up to date, the party composition had not made any substancial difference and that explains the removal. I believe the original research was a mislead observation by someone having difficulty to overcome and beat the mission but ended with the wrong ideas as in "noob's analysis". Yoshida Keiji talk 05:54, 2 August 2012 (UTC)
- I vote to leave the patrol table, and any other informative tables that may seem redundant to one person. Otherwise, you might as well get rid of all presentations in other pages about, for example, key retention rates, or luck title statistics, because all one needs to know would be that the numbers improve as you play the game (i.e. retain your lockpicks).
- I found the patrol table informative, since it influences how I might set up my hero party before starting the mission in HM (not just any old hero setup). 76.164.65.219 09:45, 2 August 2012 (UTC)
- Oh yeah? TEF is saying the same thing too. Then how about you two show me what would be the difference from a balanced players team composition...to your variation that would make such huge different? I don't see the need of a specific preparation to face them. And once you show me your team build. I will go do it with a henchmen-only way and prove than can handle myself without any particular combination of skills. Yoshida Keiji talk 10:29, 2 August 2012 (UTC)
- Apparently, I need to repeat what I wrote above: although I've never changed my strategy or team build due to the composition of the reinforcements, I find the information interesting and worth keeping.
- I see four contributors strongly in favor of retaining the table and one strongly opposed. In my opinion, there's no consensus to alter the status quo, of including the table in the article. – Tennessee Ernie Ford (TEF) 10:53, 2 August 2012 (UTC)
- Since it is not a vital information but decorative only, moved to Notes
- Yoshida Keiji talk 13:37, 2 August 2012 (UTC)
A Walkthru with a bug[edit]
there is NOTHING on the main page indicating how many REGULAR harbingers you HAVE TO kill. in hard mode, i killed the 1st 2 harbingers and parked my heros just in front of the 2nd spirit. then i walked up the stairs with ALL the lights(no speed buff), dumped them, then pulled everything from the 1st platform AND the stuff just over the trench down to my heros, using LBG to get their attention. My heros killed it all and also the patrols. They were too far from the mobs around the harbinger of nightfall to effectively pull so i brought my party up the stairs, killed the 3rd harbinger, and planted them in front of the 3rd spirit. i now had 4 lights. the 2 flanking harbingers are JUST far enough away from the walls to walk by without drawing agro, and even if you do draw agro, they will return to their respective spawn points before reaching my heros' position. i then pulled the mobs in the center in front of the harbinger of nightfall, these pulls were barely doable and i had to repeatedly draw agro with LBG, but it worked. At this point i had the 2 flanking regular harbingers isolated with no mobs near, easy pickins but completely unecessary to kill them. so leaving my heros where they were to control any patrols, i took a light around the flank towards the harbinger of nf, used LBG on him and headed back to the stairs with him in hot persuit, and discovered he wont go that far, so i reagroed him and popped a light. repeat repeat, saving 1 light for emergencies like if i failed and needed to spawn another spirit off of one of the other harbingers. success! not :| the cinematic triggered as did the end mission rating (Standard) as expected, however no credit was awarded in my HM nightfall storybook :( i do not consider this to be a bug or an anomaly of the GAME, haveing seen many things like this in many missions, i consider it a misconception by the wiki of what it means to complete a mission. This could also be the cause of the so called bug that IS listed on the mission page, idk, but something to think about.
- I think you only have to kill one regular harbinger, the one at the top of the stairs. You can get past the other harbingers just fine, but you need to use the area at the top of the stairs to clear the area and any incoming groups. After that you simply work your way over to the two bonus mobs, making sure you get back to the top of the first set of stairs to defend the spirit there and use the last few lights to kill the boss.
- The bonus requires you to kill the bonus harbingers and their groups. It only counts when all the members of both groups have been killed. Managing the advancing enemies every so often is easier the fewer harbingers you slay, as the amount of enemies increases as you kill harbingers. Killing one keeps the advancing group at 4 enemies every time. That means after killing one or both bonus harbingers, you still only get groups of 5 heading for the NPC. All of this is stated on the page, though. - Infinite - talk 18:33, 18 October 2018 (UTC)