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LoL @ Jennur's Horde

Since we've already failed this mission once, I think we need to find a strategy to go with as opposed to trying to wing it.

The basics of the mission: Using this map for reference, the mission starts to the west at Hinon and proceeds east. There are 3 regular harbingers up the initial stairs and corridor marked by red Xs. There are a bunch of margonites lying in wait throughout the garden itself. On either side of the ravine in the center are two more harbingers makred by X. Across the ravine, there is the harbinger of nightfall marked by a yellow X. Up the two staircases on either side are harbingers to be killed for the masters level, marked by blue Xs. Every two minutes a patrol of margonites will spawn at the harbinger of nightfall's location, randomly run around either the left or right of the ravine, and head west towards the beginning, attacking any players or spirits they find on the way, and eventually killing Hinon which ends the mission.

Each harbinger is immune to damage and can only be killed by a light of sebhorin. One light spawns at the start of the mission by Hinon, and he will spawn another one every two minutes. (Not that we want to wait for that) When you drop a light next to a harbinger, the harbinger dies, a spirit of sebhorin is summoned, and a new light of sebhorin appears. When you use that light, the spirit that created it will make a new light at it's location. If the spirit linked to a light dies (to a margonite patrol), then the light disappears as well. You need 3 lights to kill the harbinger, so going back to pick up extra lights from the spirits is necessary at that point.

Wiki lists several strategies that are worth reading over. What they all have in common is that they try to avoid killing at least one harbringer. While the patrol frequency is always two minutes, the size and composition of the patrol group increases for each harbinger you kill.


I would suggest the "tactical advance" strategy as being the easiest.At the start, kill the first patrol, run past the first two harbingers, kill the third one at the top of the stairs and work on from there up the left side. Kill the harbinger to the left of the ravine by pulling him and his margonites towards the center of the ravine (to watch for patrols). Then go around the left of the ravine and move through the center and clear out as many margonites as possible without aggroing the harbinger of nightfall. (Since the patrols come from the center we won't be missing them) Once that is done we can kill the harbinger to the right of the ravine from behind, or we can attempt the bonus first. Then send a runner (or two) back to kill the first two harbingers while the group waits across the ravine to catch patrols, then have those runner(s) ferry 3 lights up to our group, then use that to finish off the harbinger of nightfall.

As wyrm pointed out, once a patrol group is finished you have to immediately start working on one of the static groups, so you have the best chance at killing them before the patrol group shows up. No waiting to catch your breath like we often did. We need to use something other than rebirth for hard res (ressurect/renew life/death pact signet/signet of return) so we don't have that additional downtime of rebirth. And not too many hard rezes since each harbinger gives a morale boost, and we'll probably fail anyway if we are dying that often. This also means we can't engage the static margonites constantly, and need to anticipate when to wait for the next patrol to come around.

While our skill choices as LoL are tight, we need at least one runner to ferry light of sebhorin around, and also in bad situations to catch aggro from a stray patrol. When going for the bonus, you ideally want to first lure the margonites on a staircase down to the bottom and fight them there, then send a runner by themselves up the staircase to kill the harbinger with a light, while the group stays below to watch for patrols.

Better coordination is also vital for this mission. This means everyone including our KKoP friends on vent, and a single leader who calls the shots for when to engage, when to back up, when to wait. If we wanted to be real precise, a stopwatch could give us a feel for when the next patrol is due, otherwise we need to watch and communicate for that patrol.
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May I ask how much the variant makes he game harder? Because I've just completed this mission with henchies, and I found it a lot easier than other ones up to now (haven't even finished the storyline yet). Margonites weren't really a threat for me.
"Ignorance is the night of the mind, but a night without moon and star." Kong Fuzi
My English has to improve. A lot.
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mucco Wrote:May I ask how much the variant makes he game harder? Because I've just completed this mission with henchies, and I found it a lot easier than other ones up to now (haven't even finished the storyline yet). Margonites weren't really a threat for me.

We are 15 AL short of max (take nearly 50% extra damage), and are basically limited to core + nightfall skills. We have tahlkora and a very gimped resto rit (me) as backline, and typically have room for one other hero.

That brings up another point wyrm mentioned, we need a target caller and people need to follow it. (Something you never have to worry about with hench...) Those clerics especially need to go down fast.
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FoxBat Wrote:We are 15 AL short of max (take nearly 50% extra damage)

Have Tyrian and Canthan collectors been written off then? If not then most characters could get max AL collector armour.
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FoxBat Wrote:We are 15 AL short of max (take nearly 50% extra damage), and are basically limited to core + nightfall skills. We have tahlkora and a very gimped resto rit (me) as backline, and typically have room for one other hero.

That brings up another point wyrm mentioned, we need a target caller and people need to follow it. (Something you never have to worry about with hench...) Those clerics especially need to go down fast.

Typically, the order I was killing margonites in that mission was cleric -> sorcerer -> warlock -> anything else, because sorcerers were the ones doing the most damage with invoke lightning, and warlock kept condtioning and poisoning my group. I did that mission on a N/Me, using only skills included in your restrictions (I think), most importantly lightbringer's gaze and backfire. The first deals a lot of damage, the second makes quick work of clerics if you can anticipate spell breaker, and above all sorcerers.

If you have so many armor problems, I would suggest to avoid all harbingers, except the one up the stairs. The others will never aggro anyway, and you get a stronger 2-mins-party if you kill more (don't know how many though). Wiki states that only the weakest wave doesn't have the cleric, so I would try not to kill harbingers. If you kill only one you still get the weakest wave anyway.

Also a MM necro will be great, given the very high number of corpses: my Olias never had less than 4-5 minions. Those help a lot especially when the enemy monk is on spell breaker, with minions he doesn't stand a chance anyway.

For the bonus, my hench group stayed at the center, just past the crater, on one flying carpet, while I lured the mobs down the stairs. When they're down, the main spellcaster group can hit them while standing in the center (just make them come a bit forward), so there's no real need to watch patrols, cause they'll catch aggro anyway. The only dangerous mob in the patrol is the sorcerer, so it shouldn't be a problem to fight the patrol and the bonus group together.

I didn't care much about the light of seborhin: once I had defended it from the patrols and I had gained possession of the carpets, there was no more threat for the spirit. I just ferried it to the harbingers when I had cleared the area. Therefore I don't think you really need a dedicated runner.

Of course, I've never tried playing LoL... rolleye
"Ignorance is the night of the mind, but a night without moon and star." Kong Fuzi
My English has to improve. A lot.
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I just tried doing this with one ally and a pug last night and was monking. the other monk was dunkoro. frown

We got mauled in that central area.

For me I could heal people through whatever the socerers dished out. The main thing that pissed me off was people standing in wells that give -3 or -4 degen plus taking degen from other sources like faintheartedness and corrupt enchantments. We had 2 dervs and sin too, so they of course would just stand in the well if their target happened to be in it too. Then the other casters or rangerd people wouldn't move out of wells if they happened to be standing in it. Its really stupid. The warlocks are more of a nuisance than the sorcerers unless someone is going to stop them from making wells of suffering or people will actually move out of them if they possibly can. So, unless I'm a necro using corpse skills, I kill off: clerics -> warlocks -> sorcerers -> everything else.
If you believe everything you read, better not read.
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