View Full Version : Omfg Help
blackbelt528
07-20-2006, 06:02 PM
i have been trying to beat THK(thunderhead Keep) for god knows how long. i always get to teh last part and die! anyone have any tips for the last part?
Slipknotmaggot
07-20-2006, 08:38 PM
make sure ur team has 2 decent monks... 1 or 2 decent tanks.....
BYSxElua
07-20-2006, 11:46 PM
The last part is the easiest, what're you talking about?
Confessor Dorian is a walk in the park compared to the two or three bosses that come at you before that.
Two W/Mos, with a farming/defensive build. Ask them if they know what the Griffon Farmer build is to make sure you don't just have a 11 year old W/Mo who aggros and can't tank (The Griffon Farmer build needs some modifying for THK, it should also use Gladiator's/Shield Stance).
Two Monks, Boon/Prot is preferred, since the W/Mo should be able to keep themselves alive with RoF/Guardian on them.
One Fire Nuker, with the standard Fire Attune/Incendiary Bonds/Fireball/Meteor/MS/Mind Burn or Elemental Attune or Glyph of Renewal/Rodgort's. Fire Nuker should prioritize nuking Jade Armors and White Mantle, then Mursaat, burning Dwarven/Mursaat bosses, and then finally Jade Bosses.
One Air Spiker. Lightning Surge is preferred over Thunderclap, since you want pure armor penetrating damage to punch through Jades/Bosses.
And any other two people you want. Trappers, Batteries, Union/Shelter Rts... Course you don't need to have exactly this kind of group, but it usually works if everyone in the group is competent.
One W/Mo should take the west gate, and the other should take the east gate. One person on each gate to work the trebs, and everyone else on the west gate. Monks should decide among themselves who should go to the east gate when they need help and who should stay at the west gate.
Make sure people working the trebs are not people who need line of sight to fight (Fireball, Lightning Orb, all bow skills, etc.), since they will not have line of sight with enemies most of the time. If they have to run to where they have line of sight, there's nobody to work the trebs for the next incoming enemies. Smart trebbing cuts down the number of enemies you have to fight by at least 30%, 50% for the east gate.
Slipknotmaggot
07-21-2006, 02:43 AM
The last part is the easiest, what're you talking about?
Confessor Dorian is a walk in the park compared to the two or three bosses that come at you before that.
Two W/Mos, with a farming/defensive build. Ask them if they know what the Griffon Farmer build is to make sure you don't just have a 11 year old W/Mo who aggros and can't tank (The Griffon Farmer build needs some modifying for THK, it should also use Gladiator's/Shield Stance).
Two Monks, Boon/Prot is preferred, since the W/Mo should be able to keep themselves alive with RoF/Guardian on them.
One Fire Nuker, with the standard Fire Attune/Incendiary Bonds/Fireball/Meteor/MS/Mind Burn or Elemental Attune or Glyph of Renewal/Rodgort's. Fire Nuker should prioritize nuking Jade Armors and White Mantle, then Mursaat, burning Dwarven/Mursaat bosses, and then finally Jade Bosses.
One Air Spiker. Lightning Surge is preferred over Thunderclap, since you want pure armor penetrating damage to punch through Jades/Bosses.
And any other two people you want. Trappers, Batteries, Union/Shelter Rts... Course you don't need to have exactly this kind of group, but it usually works if everyone in the group is competent.
One W/Mo should take the west gate, and the other should take the east gate. One person on each gate to work the trebs, and everyone else on the west gate. Monks should decide among themselves who should go to the east gate when they need help and who should stay at the west gate.
Make sure people working the trebs are not people who need line of sight to fight (Fireball, Lightning Orb, all bow skills, etc.), since they will not have line of sight with enemies most of the time. If they have to run to where they have line of sight, there's nobody to work the trebs for the next incoming enemies. Smart trebbing cuts down the number of enemies you have to fight by at least 30%, 50% for the east gate.
are u making fun of 11 year olds :P i am one of thoose tanks but i dont aggro :P
Squirrl
07-21-2006, 10:48 AM
that makes no sense.. since a Tank should aggro, keep the aggro, and stay alive
Anyway, The last part is the easiest. the part before that on the other hand is the hardest part. I think he meant that part with the mursaat/Jade boss.
InfinityBloom
07-21-2006, 01:47 PM
The last part is the easiest, what're you talking about?
Confessor Dorian is a walk in the park compared to the two or three bosses that come at you before that.
Two W/Mos, with a farming/defensive build. Ask them if they know what the Griffon Farmer build is to make sure you don't just have a 11 year old W/Mo who aggros and can't tank (The Griffon Farmer build needs some modifying for THK, it should also use Gladiator's/Shield Stance).
Two Monks, Boon/Prot is preferred, since the W/Mo should be able to keep themselves alive with RoF/Guardian on them.
One Fire Nuker, with the standard Fire Attune/Incendiary Bonds/Fireball/Meteor/MS/Mind Burn or Elemental Attune or Glyph of Renewal/Rodgort's. Fire Nuker should prioritize nuking Jade Armors and White Mantle, then Mursaat, burning Dwarven/Mursaat bosses, and then finally Jade Bosses.
One Air Spiker. Lightning Surge is preferred over Thunderclap, since you want pure armor penetrating damage to punch through Jades/Bosses.
And any other two people you want. Trappers, Batteries, Union/Shelter Rts... Course you don't need to have exactly this kind of group, but it usually works if everyone in the group is competent.
One W/Mo should take the west gate, and the other should take the east gate. One person on each gate to work the trebs, and everyone else on the west gate. Monks should decide among themselves who should go to the east gate when they need help and who should stay at the west gate.
Make sure people working the trebs are not people who need line of sight to fight (Fireball, Lightning Orb, all bow skills, etc.), since they will not have line of sight with enemies most of the time. If they have to run to where they have line of sight, there's nobody to work the trebs for the next incoming enemies. Smart trebbing cuts down the number of enemies you have to fight by at least 30%, 50% for the east gate.
The build you have listed is good, but as many times as I have passed thk, the best method I have always used it the 'protect the king' tactic. It's best to have everyone stay in a group up by the king. Warriors keep aggro at stairs. And range casters/characters man the cata's then proceed to the king once foe is inside the gate. Trappers are great with dust on the stairs as well for the jade's. It seems to be the easiest method to keep a group together and alive, especially when you have people that aren't that experienced with this mission.
Oh, and by the time you read this if you still haven't passed it, holler at me, i'll take ya through it.
Infinity Bloom
Squirrl
07-21-2006, 02:40 PM
Build doesnt matter much as long as you have a tank, 2 GOOD healers and some damage dealers....
if the players dont screw up and the healers are good... you cant really lose that mission.. its so easy if you just have decent players
the problem with THK is that no one works together and everyone thinks like "Oow, I knnow how to do this screw them"
InfinityBloom
07-21-2006, 03:18 PM
That's the thing with THK, ya never get decent players cause good players never really want to go back and do it again unless they have too. And the working together is a big thing, everyone running around the floor of the ft like mass mahem, poor little monks trying to run up and down, back and forth trying to keep up. It's almost comical.
Squirrl
07-21-2006, 04:32 PM
its only comical if you dont play it yourself.. Last time I did THK with a PUG was about 7 months ago >.>
InfinityBloom
07-22-2006, 01:47 AM
well, I end up having to go help guildies with thk more than I would like, and when a pug group, it's comical either way.
Domokun
07-22-2006, 06:29 PM
THK is hard for me when i'm a mesmer/necromancer....:( :( :(
BYSxElua
07-23-2006, 04:51 AM
Me/N work well for THK if you're based on damage. Shatter Hex, Spiteful Spirit, Shatter Enchantment, Clumsiness/Ineptitude/Empathy...
Considering that with 15 Axe Mastery, most axe swings on a Jade will only do 1~12 damage, being able to punch through armor and do 30~80s is pretty useful. The hard part is finding a group, since Mesmers are the black sheep of GW.
Squirrl
07-23-2006, 06:39 PM
no, the black sheeps would be the Ranger... amazing class.. highly underrated and hardly ever used in a good way
BYSxElua
07-23-2006, 06:58 PM
Rangers are generally more useful, since what they do is effective against pretty much everything. There isn't much enemies can do against a competent trapper or one-man ranger spike.
IW mesmers get killed by Jade Armors, anti-warrior mesmers are useless against casters, shutdown mesmers are near useless against warriors... Mesmers pretty much have to rely on their secondary attribute to stay versatile, which is harder nowadays since A.Net nerfed the hell out of Elemental Attunement+Fire/Water/Earth Attunement for Mesmers.
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