Talk:Jennur's Horde/Archive 1
I have added a highlight to "kill all the group members" as this is important. After killing just the Harbingers, as the wording of the bonus seems to indicate, I was horrified to find you MUST kill them all.
Single Player Masters
After 20 or so attempts with "Suicidal Players" I tried this one with just Heroes/Henchmen. TAKE YOUR TIME! Go slow and steady to win this race. These are the steps I took to achieve masters victory.
I took: Koss, Olias(MM), Dunkoro, Cynn, Mhenlo, Odurra, Derv henchman. On my Derv I had Holy Lightbringer(8). Olias was set up as: N/Mo Supportive Minion Master found on PvXWiki
Run past first two Harbingers and kill off the group of Margos that wait at the bottom of the stairs. Flag Hero/Hench (H/H) at top of stairs to prevent them from dieing at the Harbinger you want to ignore. Kill Harbinger at top of stairs to get a light of Seborhin close by your position.
Clear the big room of stationary Margo's. Attack each group AFTER you just killed a patrol group. I cannot stress this enough. The patrol group goes down in about 15-20 sec's, IMMEDIATELY hit a stationary group. Then fall back and watch for a patrol. Rinse and repeat. Once you clear up to the "lesser" Harbingers at the bottom of the left and right stairs return to the center and watch for the patrol again.
Right after you wipe a patrol, go for the Bonus group thats closest and hit them. Return to your center position and wait for next patrol. Do other bonus group same way.
All thats left is the Harbinger of Nightfall. The patrol groups spawn close to him, so flag H/H near center where he is, and use speed boost to get the 3 lights. I used Avatar of Balthazar. The MM Necro should be fully stocked to give spawning Margo's plenty of expendable targets, that explode when they die. (hehe)
I used same method for Hard Mode, and it worked just as well. Good Luck IrishRedneck 17:22, 31 January 2008 (UTC)
- Sorry IrishRedneck, but that really is some freeze dried bull droppings. You CAN'T run past the first 2 Harbingers, cos they and the Margonite group they are with will happily kill your heroes/hench whilst they are running to the flag. If you stop to kill the Margonites @ the bottom of the stairs you WILL be fighting the 2nd Harbinger. I've tried this nearly a dozen times tonight in HM and it's just NOT feasible. --The preceding unsigned comment was added by User:82.16.137.96 (talk).
- I have also done this with H/H, but have not bothered to leave the early Harbingers alive. It is not impossible to do however.-- Wynthyst 00:57, 20 April 2008 (UTC)
- @Unsigned. Freeze dried? Nope. I have used this same method for both my Derv, and later my Paratrooper. Maybe you need better heroes. IrishRedneck 00:48, 27 April 2008 (UTC)
- @Unsigned: You're doing it wrong. Pick up the Light and run up to the first Harbinger. STOP before it's in agro range. Move near the wall, but not so close that the wall features can block your running heroes. Set all heroes on passive. Plant the flag near the top of the stairs and start running. When your heroes get to the middle of the stairs, put them on guard so they start fighting. The second Harbinger should be running back to its spawn point. Move the flag down to the middle of the stairs or a bit lower to avoid agroing the third Harbinger. I just got Master's doing this solo with heroes. It took a lot of tries, but the part I just described was _not_ the hard part. --The preceding unsigned comment was added by User:Voidphoenix (talk).
122.108.124.65 08:35, 6 December 2008 (UTC) For HM, I agree with most of IrishRedneck's comments, except I found that killing all the Harbingers was easier than keeping 2 alive. As a ranger, I used pulling, and exploited the AI, to break enemy groups apart. I ran a lot of Hexes and interrupts on my heroes when I realised that the Margonites can easily remove Daze, but can't do anything about hexes ...so my heroes were Koss (W/A swordsman + Iron Palm knockdown), Livia (N/Me Jagged Bones bomber + Rising Bile and Domination Interrupts) and Master of Whispers (N/Me SS curser + Epidemic, Shambling Horror, interrupts).
I totaly agree about you method, when I did it i found the most importand key was to take you time. It is not a bad thing if after you have killed a patrol group, to wait for the next patrol group to regen. By following this rule, you will greatly incress your chances or getting masters and not wiping. Flaming hot chilli 07:37, 25 February 2009 (UTC)
- If harbinger focuses on one H/H as you run by he could potentially kill it. Start over or just kill the harbinger before he kills your hero. Also, "bottom of stairs" exploit didn't work for me. I had to go back up and kill ranged to get credit. Maybe this was changed. It is not a problem. Just kill another pat and go back up for ranged. Be flexible in all ways EXCEPT what everyone else has said ***NEVER aggro anything unless you have JUST killed a pat. Trying to rush puts H/H out of energy and slows down their killing creating a domino effect. Note: Spirits will sometimes move. Just always be aware where they are so you can protect them. Know where your two closest ones are before you pull last harbinger. Don't aggro end guy until you are sure you got the bonus credit. If you didn't, there is something you still need to kill upstairs. Go back for it AFTER you kill the next pat. Never stay too long upstairs that you miss a pat. Making two trips is faster than re-starting the mission. For the end part I flagged my H/H a little off to one side (where my two closest spirits were), equipped a bow and pulled the harbinger to them. Once my H/H engaged it I dropped the first light. I did NOT have a speed increase on me (my bad) but was still able to get back and forth for two more lights. I don't advise this as two of my H/H were dead by the time I got back with the third light. Just know that as long as you drop three lights on him (and he never leaves combat in between) you win.
--Smiles66 17:03, 4 June 2011 (UTC)
Running Build
Does anyone know of a running build for this mission? I'm trying to do this mission with the least amount of Heroes/Hench (4) and I can't because i do not deal enough damage. I refuse to use Ursan like my other friend which she can pretty much obliterate everything. I have all campaigns except GWEN. TelMeDragon 03:01, 13 May 2008 (UTC)
- i have a dervish one. Put a message on my talk page if you want to see it.--FireTock 01:43, 18 May 2008 (UTC)
- So it's not so much that you 'refuse' to use Ursan's as much as it is that you don't have access to the skill. - JgzMan 15:27, 28 June 2009 (UTC)
it is possible to get 3 people and kill the first two, then take 3 lights and run to the end boss and kill him, took me about 3 minutes
hex health bar glitch
in this mission, it seems there is either an effect that turns the health bur pink without adding the little down arrow, or it's a bug: - Y0_ich_halt 17:08, 28 May 2008 (UTC)
- Perhaps it's from degenerative wells. Warlocks create Well of Silence which is not a hex (thus no down arrow) but causes degeneration (hence the purple). --Thervold 17:35, 28 May 2008 (UTC)
- well's don't show up on the party window usually iirc. - Y0_ich_halt 17:50, 28 May 2008 (UTC)
- IIRC it does show there but im not 100% sure tho SilentStorm 14:49, 2 June 2008 (UTC)
- confirmed, btw, it was the wells. - Y0_ich_halt 12:27, 23 June 2008 (UTC)
- IIRC it does show there but im not 100% sure tho SilentStorm 14:49, 2 June 2008 (UTC)
- well's don't show up on the party window usually iirc. - Y0_ich_halt 17:50, 28 May 2008 (UTC)
Harbinger glitch
It seems there is a glitch where even when you have killed the 2 additional (bonus) harbingers on each of the staircases one or more of them will not register as being killed, ruining the bonus. This has mysteriously happened to me on two separate occasions when the mission has been done flawlessly. --User: ObsidianParadox
- have you killed of all of their team? also, signing with four tildes (
~~~~
) is easier :) - Y0_ich_halt 08:31, 25 July 2008 (UTC)- I just had the same problem, killed both of them including their team, and both didn't get registered.. wasted quite some time.SoloLovesCake 19:36, 6 September 2008 (UTC)
- Same glitch, having checked both bonus harbingers and support teams were dead.Karia 19:36, 6 March 2009 (UTC)
- I just had the same problem, killed both of them including their team, and both didn't get registered.. wasted quite some time.SoloLovesCake 19:36, 6 September 2008 (UTC)
doing masters H/H in hm
some of these hints are maybe worth mentioning in the article itself, therefore i'll write it here to wait for some approval:
- (there was already some discussion about that on top of that page with various prefered ways of doing it.)
i guess the most important one is in fact: take your time.
you'll have almost a walk-over if you alternatingly kill one group of "local" margonites, then wait for the moving group that heads towards Horticulturist Hinon, agrro and kill these.
- (it's not that adviceable to aggro a second stationary group unless you are really fast, since waiting for 30 seconds gives you and the henchmen the change to regenerate and you evade the risk of facing both a local and a spawning group at once.)
don't harm any harbingers unless you've taken out all local margonites! this way the spawns will only consist of a weak group of 4 margonites without monk (E, Me, W and D).
yet take the light of seborin with you, you won't want to walk the way back later to hinon to acquire it. beware not to get killed by a harbinger while standing next to him, unless you'll drop and automatically kill that one. you at best drop it on the ground while fighting margonites - this bundle is not fragile, it will only be consumed when killing a harbinger.
- (the first one can be passed easily, the second one can in some cases be evaded along with the first margonite group on the stairs. otherwise you'll have to kill these margonites and just ignore the second harbinger. now you can evade the third harbinger standing in the middle on top of the stairs as well. after having taken out the two groups on the left and the right, head for the two groups near the harbingers in front of the stairs. ignore those as the second harbinger back then when facing these groups. you'll have to be careful not to accidentally pull the group in the middle. if you're lucky, you can savely pull this group with a longbow from the other side you came from. now you should take out the two border groups with the additional harbingers on the stairs to the left and the right for the bonus. you only have to aggro them and they will walk down the stairs for you. in this case you even don't have to bother with the harbinger standing on top of the stairs since he won't usually get involved. you can even prevent pulling the harbinger standing in front of the stairs, although he will in most cases be aggroed, but that shouldn't be a problem. lastly, kill the two margonite groups standing next to the Harbinger of Nightfall. they can be pulled without aggroing him as well. i advice not to take these out before killing those for the bonus on the steps, since you accidentally may end up facing both groups, and you certainly don't want that...)
consider of course that, after killing each of these groups, you have to wait for the moving spawn to cross your way and take these out before preceeding) once you have killed all local margonites, take your light of seborin and kill one of the non-bonus harbingers standing in front of the stairs. this way you will create a Spirit of Seborhin, providing new lights.
- (if you use your light to kill one of the bonus harbingers, you'll have to walk the entire way back to hinon further four times: once for the second bonus harbinger and three times for the harbinger of nightfall - i guess you won't want that.)
use these lights now to take out the bonus harbingers at first. proceed as before, don't forget taking out the margonite spawns after using one light - having killed a regular harbinger, they will now consist of 6 margonites for the rest of the mission, also including a necromancer and, most importantly, a monk.
- (take out the Margonite Clerics at first. they carry Spell Breaker, therefore you may want to take some caster-shutdown or non-spell enchantment removal to take them out easier. once those are dead, the rest of the group shouldn't be a problem.)
proceeding like this, use three lights on the Harbinger of Nightfall, and you'll finally have the masters reward.
it took me about half an hour. i've got still two further hints you may find useful:
- make use of the /age command, therefore you'll easily notice when time has come for the moving margonites to spawn.
- the spawn apparently walks down the left way by default (when you're standing in the middle), but also walks on the right side if your party is currently standing there.
- you don't need any speed boost skills to complete this mission, i for example also didn't use any. however, it's saver to carry one though as the spawn may pass your party faster than you could think of it, and even if you only fail headding off a single margonite, hinon will die and the mission fail, therefore you may consider taking one, or Devona since she carries "Charge!".
- of course you shouldn't forget activating your Lightbringer title effect. you may want to take healer henchman, since your healer heroes, not having a noticeable damage output to be increased, don't profit that much from the title effect.
- Lightbringer's Gaze is an effective nuke and interrupt in one, similar to a cheap unconditional Cry of Pain. On top of this, it's not a spell and very useful to take out the monks as well, therefore you shouldn't miss that one.
that's it, i hope it's useful for some ppl willing to read that wall of text. you can of course also come up with some critisism, yet this method appears to be the easiest one for me when doing this H/H. —ZerphaThe Improver 16:17, 17 June 2009 (UTC)
Another H/H HM
I do not find this mission that difficult. After all, this is HM. You know about not aggroing, falling back and all standard tactics.
As everybody say, take your time.
This mission is like a dance with the spawning groups. You just do it in HM exactly like in NM, except that you have to keep a running count in your head from the end of your last fight with the last spawned group (actually you should be doing this in NM as well...) At sixty, it's time to disengage from whatever you're doing (likely fighting!) and fall back to a position where you will reliably be able to intercept the new group. This may force you to have to run each stair two or three times, but so what ? Failure to follow that simple rule is the most likely cause for any mission failure.
Start fights with a new group just after finishing up a spawned group, and resist the urge to engage a second group just because it went so smooth and you feel you have time for another group before the spawned group comes. You don't.
I do not buy the idea of running past any harbinger. There is no benefit whatsoever in doing so.
You can also test the quality of your H/H team in the following way : it must be able to reliably deal with a spawned group, with no death, your character just standing idle and watching. As long as your H/H team doesn't achieve this, you're likely to have a hard time.
Following these simple rules, I ended the mission with all spirits of Seborhin alive, exactly like in NM.
Yvesp 07:12, 27 October 2009 (UTC)
Jennur?
Who is Jennur, anyway? --75.143.64.62 01:26, 23 November 2009 (UTC)
- Maybe it's this guy--84.192.9.50 21:59, 8 April 2010 (UTC)
- You mean Girl... Is there anything to support that this place and Jennur Kurah Hatohn are related in some way?--Neithan Diniem 15:16, 16 June 2010 (UTC)
Update?
It seems the margonite spawns aren't effected by the number of defeated Harbingers, I killed only the left/north one of the two closest to the Harbinger of Nightfall and I kept being attacked by groups of 6 margonites. 24.132.225.25 23:30, 28 August 2010 (UTC)
Just tried again, waiting at the start for the first group to come, this time there where only 4 so it might have been a bug or something (the previous comment was mine by the way). Etienne 23:46, 28 August 2010 (UTC)
I just did this mission solo+heroes, took a lot of tries to get Masters. I also noticed that after bypassing the first 3 Harbingers and killing _only_ the one to the north of the rift, the runner groups had a Cleric and a Warlock. I cleared out all of the static groups before I did the second bonus Harb and Nightfall, waiting for runner groups in between Light nukes, so I'm sure the Clerics weren't adds. --The preceding unsigned comment was added by User:Voidphoenix (talk).
One may want to note
The spawned Margonites do not spawn as a cohesive group ( i.e. - you can aggro some without aggroing all). If you do miss an aggro, and don't notice right off, it is unlikely you will be able to catch up and save the Horticulturist. One can only imagine how I noticed this... *looks into the sky* --71.76.215.115 03:12, 13 March 2011 (UTC)
- Follow the skill recommendations and try to bring party wide Speed boosts, Charge, Fallback, Incoming etc. For this mission I almost always run one of my Warrior and/or Paragon heroes with a couple of the above skills.--BramStoker (talk, contribs) 13:20, 16 March 2011 (UTC)
Tedious mission is tedious
I found this to be hard going until I worked out the slow-and-steady approach. Seven heroes - Koss, Margrid, Dunkoro, Ogden, MOX, Livia, and Morghan - and me as necroranger. Once I took it slow, it was just tedious, too much runfightstandrepeat. Bah. At least I've unlocked the normal Garden... Cynique 04:35, 16 March 2011 (UTC)
- Bog. No, I haven't. (Got to finish NF first. Bah.) It's still a tedious mission, though. Cynique 14:30, 16 March 2011 (UTC)
Actually, imo, the 7 hero update made this mission and others like it, ridiculously easy. Henchies are so weak, that was the main problem before if soloing. 70.145.246.222 00:41, 22 May 2011 (UTC)
- No, you misunderstand. I was advancing too fast and getting overwhelmed by too many margos at once. Once I slowed down, it was a piece of cake, just runfightstandrepeat... 90.58.148.56 06:19, 22 May 2011 (UTC)
Sabway for spawns?
Would it be possible to camp a sabway trio at the third harbinger to deal with the spawns while you slowly kill the extra harbingers? They would be autonomous enough to aggro them and should be able to kill a group every 2 minutes. Plus with 4-6 margonites per spawn there are plenty of corpses. I will test this in HM but I don't have other heroes powerful enough to take down the bonus harbingers with only 4 more heroes (Pathetic I know) If sabway can hold off the spawns as hoped perhaps you more experienced players could come up with a decent build for getting the bonus groups? --The preceding unsigned comment was added by 87.195.101.155 (talk).
- Y'know what'd be even easier? Teaming up with some decent players. In any case, this wiki isn't too big on buildcraft. You may want to ask on a forum like Guru. --ஸ Kyoshi 02:34, 22 June 2011 (UTC)
- Ok second try got me masters so it definitely helped. Weather sabway wipes the spawned group or not seems to be a 50/50 random chance but they are pretty much guarenteed to hold them off until the next wave (At which point I presume they will get wiped)
- They are great for setting up on one side (And the rest of the team on the other side) of the canal while you pull mobs/kill harbingers/collect lights
- This is very easy, there were maybe 3 hero deaths in total. Just make sure when you go off to do something you leave sabway on the other side to make sure they don't get through (I would have lost 3 times if it wasn't for them holding them off)
Death Win?
I haven't tried to test this but if when you get to the Harbringer of Nightfall, if your party wipes, you were the last one alive(or last player with no res) and you die holding the third Light right next to the harbringer, does that make you win despite wiping? After all you did kill him... Like I said I haven't tested it I was just kinda of curious about it.74.132.39.27 18:20, 15 July 2011 (UTC)
2 harbingers killed, still 4 mobs in spawn
Not sure if this is a change or a bug but I killed 2 of the normal harbingers (first and third) and never increased the size of the spawn. 76.253.0.17 23:09, 7 August 2011 (UTC)
- I'm pretty sure the information on the page is out of date/incorrect. In the 6+ times I've done this mission in the past couple years, the size and composition of the Margonite spawns has always depended on the position of the farthest Harbinger killed, NOT the number of Harbingers killed. In particular, killing one of the two next to the rift changes the spawn to the group of 6, even if all other Harbingers are still alive. I've taken to just killing all the Harbingers as I go along, as it's easier and safer.
I hate this damn mission
I never see any patrolling group, they're all standing still yet while I'm taking out harbinger a bunch suddenly appears on top of the gardner. Ramei Arashi 08:42, 21 October 2011 (UTC)
- They are not a patrolling group. Patrols normally walk around (unless they are e.g. Naga who slither or Mursaat who sort of float along, but they still move at walking pace), and margos are no exception to this.
- Every two minutes a group of margos spawns near the end and runs down to the gardener. At the chasm they pick a side at random - if you picked the other side, you will miss them, so handle this part of the mission carefully. The basic plan of this mission is that you run X distance and kill one group along the way, then you stop and wait for the runners, and kill them. Then you advance again. At the chasm, I recommend waiting a bit before it, kill the runners, kill the group at one end, go back, kill the runners, kill the group at the other end, go back, kill the runners, run through to the other side. As I said above, this mission is just tedious once you do it right. Run, fight, stand, fight, repeat. In normal mode, kill all the groups including the harbingers, and don't worry about the growing size of the runner group, as you should be able to handle it no matter how big it gets.
- When doing the bonus harbingers, the procedure is similar: kill the runners, go up the stairs and kill some margos, then go back and kill the next runners, then go back up the stairs and finish the job, then back to the centre and do in the runners before attempting the other side.
- Overall, when you have finished, you will have killed the runners about a dozen times. As I said, tedious. Cynique 09:14, 21 October 2011 (UTC)
- Side note: when taking on margo groups, if you have a necromancer, barbed signet and necrosis are excellent for taking down the clerics as both these skills are unaffected by Spell Breaker. Cynique 09:19, 21 October 2011 (UTC)
- Don't forget to use flags while following Cynique's advice. MeiOfTheNorth 17:38, 30 November 2011 (UTC)
- Side note: when taking on margo groups, if you have a necromancer, barbed signet and necrosis are excellent for taking down the clerics as both these skills are unaffected by Spell Breaker. Cynique 09:19, 21 October 2011 (UTC)