I'm going to shoot for about one a week. Starting with the first one and going thru them in order. I'm thinking that Saturday is the best day for this.
So this Saturday it's the Great Northern Wall. boooyahhh
I only want to plan on one each Saturday, otherwise it goes from fun to chore. If we finish one and everyone wants to go on to the next one we can. If any of us doesn't want to we will wait till the next Saturday. Avoid burnout ftw!
The early missions can only hold 4 people. I'm taking my ranger thru first. Michael, Jac, and Daniel have said they want to do this too, so we have the four we need for the first ones.
For the great northern wall, other than the usual do damage/ get healed stuff....we need run skills, since its the run for your life mission.
By doing just one a week, we have time to wiki the mission and think about skills and strategy.
Also, since it is just the four of us that has to coordinate, lets pick a time when we all can do it. More fun that way!
Now Saturday is just a suggestion, if Sunday works better just say. I'm thinking weekends cause the timezone differences are less of an issue then.
We have to find the guys armor pieces for the bonus part. That shouldn't be too hard to do.
Here is what wiki has to say about hardmode:
Hard Mode Note that the Charr will move much more quickly than in normal mode. Escaping them may actually present a challenge to the unprepared. Running skills can help greatly, although by simply skipping the cutscene you should have sufficient head start running at normal speed. You can also send your teammates, preferably Henchmen/Heroes, on a suicidal mission against the Charr to gain a few more seconds.
This mission can be soloed with Heroes using a Double Bond Monk (Life Bond and Life Barrier) as this can reduce damage to manageable amounts. There are no enchantment strippers in this mission.
Bonus You get the bonus objective from Master Armin Saberlin after you clear the initial Charr platoon (including a boss). If Saberlin does not survive, you will not see the bonus objective in your quest log, though you can still get the bonus, so do not worry too much on keeping him alive.
The bonus objective is to rescue Trooper Deeter Saberlin from his cage at point 2 on the map. His cage is guarded by two Charr Overseers who use Heal Area to keep each other alive. There are many strategies for defeating them – fight them up close to benefit from their heals, hex them with Backfire to neutralize the healing effect, interrupt their heals with knockdown attacks or Power Leak (which you can obtain from Vassar in an early post-searing mesmer quest), or improvise your own strategy.
Hard Mode Tips
Have monks carry Holy Veil, and have others carry some form of interrupt, so that the Charr Ash Walker's hexes can be more easily interrupted and removed. Expel Hexes is very easy to use for this purpose. Divert Hexes is also an excellent choice (especially if paired with Divine Spirit).
Dis-enchantment spells are heavily advised for the bonus, as Shield of Judgment will make out damaging the Overseer's Infuse Health/Heal Area combo nearly impossible.
Protective Spirit, Arcane Echo, and Shield of Absorption are recommended for a monk to carry. This will make life much easier as far as healing is concerened, as damage will be capped at a certain point. This will also help negate the effects of the Charr Martyr's Shield of Judgment.
Hex removal is a must. Lingering Curse used by the Charr Ash Walkers will make it nearly impossible to keep the party healed effectively.
Nature's Renewal helps immensely against both Shield of Judgment and the Curse Necromancers however it will require some coordination between team members.
Watch the patrol routes, as they can be complicated, however after you know them the first part especially becomes relatively easy.
Thats most of what wiki says about the hardmode. So we need to plan basically for hex removal and interrupts.
Cool sound slike fun I can take my Rit and my Sin on these or my ranger or my necro or my monk lol the list goes on hovever I would like to toake either my rit or my sin
Saturday if better suited for me as Sunday is faminly day and we always go to visit my parents etc
Till Saturday Carnage then bwuhahahahaha
Last Edit: Oct 4, 2007 6:02:02 GMT -6 by Crimerian
The bonus is to follow the ember bearers, let them open the gate, then kill them and the flame temple charr.
Hard Mode Watch where Rurik goes at all times! He likes to run into big mobs.
Consider leaving Rurik on the bridge until you have cleared the entire area (it's easier to pull from the obelisk area than just running into the basin as Rurik does).
Charr Mesmers (Life Sparks and Chaots) in Hard Mode have the skill Power Block, which can cause serious problems for Monks and Elementalists focused on one attribute, especially with Heroes.
Charr Necromancers can cause massive health degeneration, bring some anti hex to deal with this and Lingering Curse ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Looks like for this one we should get rurik and the other guy to the gate and then leave them there. We can then do bonus and kill every thing out there. Then let rurik in to open the portal.
The first few missions are limited to just 4 people. I know some of us have more than one we want to eventually get thru. We could do the first four more that once just so we get everyone to the larger missions at the same time. I want to take my rit thru too.