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Balthamos
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Ok, im sure we have all had the problem where we are fighting a monk boss at the end of the mission and IT WONT DIE! My team (2 leavers) spent over 1 hour pounding on a monk boss that seemed to have in infinite pool of energy, do mobs have energy pools or just 2/3 times the regeneration we have.
Sorry, I find it very annoying when the boss at the very end of the mission won't die. I know mesmers could shut it down but our mesmer left. Anybody else have this problem?
Prehaps this should have been in "Rant and Rave"
Edgwalkers is coming.
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| 09/25/05 08:57 |
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InfaredFog
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Don't think I've ever not been able to kill one. It seems that usually (for me at least) their energy pool gets zeroed after a while and they die. I'm sure they have more energy or regeneration than we do, most computer controlled bots in any game have something better than the players.
That's why it's important to bring the right people in your group (too bad two of yours left) in order to overcome things like this. Were any of you elementalists or something with a high damage output? You shoulda been able to take it down... and what boss was it?
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| 09/25/05 09:30 |
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Balthamos
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There were 3 elementalists, 2 fire 1 air. It was the level 28 Mursaat Boss something the matron. Uses aura of faith and then seemed to be constantly healing itself. We couldn't keep the high damage attack up for long enough for it die.
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| 09/25/05 09:42 |
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lani
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The best way to deal with these kin dof bosses is to use an AoE/disrupting spell on it Like Maelstorm or Meteor Shower.
Prefferably two of them in sequence.
The nice thing about these spells is that their Knockdown/Intterupt works even if you have no points in the appropriate attributes. Maelstorm even has a fixed 10 second span.
Ofcourse, if you have no elementalists along or these were the ones to leave, you're screwed. :-S
Still any kind of interrupt is the best way to deal with 'invincible' monks. Removing Enchantments helps as well.
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| 09/25/05 10:47 |
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Balthamos
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I was using meteor shower with Archane Echo, following after each other, then meteor, then the other elementalist opened with meteor shower. Shield of Judgment helped and too him down with the knocdown, but it never lasted long enough. We nearly killed it but ran out of knockdown.
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| 09/25/05 13:22 |
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binarydumb
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I have had a similar but nor unbeatable scenario such as this twice. First was the Monk/Priest duo at the end of the Thirsty River mission and one in the end (Ring of Fire) missions.
This is where cooperative play/teamwork REALLY comes into play. I think it starts requiring it of people in the Thunderhead mission. If the team DOES NOT act as a team then your just screwing yourselves in time and effort (not to mention aggrevation).
I play a Mo/Me mostly, as its my favorite right now. The key is having a balanced mix of attack/damage dealing skills and defensive/support skills. Chaos storm is one that comes to mind since it degenerates their health and sucks energy whenever the monk/boss heals himself. Plus in Thirsty River, I kept using these skills, whilst the other monk and characters were keeeping their healths up: Chaos Storm, Energy Burn, Power Block. Since these are high energy spells (10/15/15), I also had to keep using energy tap. The key was (in the team's strategy), to deal him damage and at the same time drain energy while he hurts himself using that energy. You may also use Cry of Frustration and/or Empathy. For Thirty River, my character was re-spec'ed for Divine Favor/Healing/Domination/Inspiration as follows: Div=15, Healing=12, Dom=8, Inspi=8. Skills were 3 healing and 5 Mesmer skills.
Just my contribution in the Thirsty River Mission with a team that I kept doing missions with since Sanctum Cay. We usually are 1-2 Warriors, 1 Necromancer, 2 Monks (Heal+protect) and 2 Elementalists (1 Water/1 Earth). We end up just needing 1 or 2 players (whenever one of us is unavailable). Oraginization is so key to winning what seems like insurmountable situations.
I wish you the best of luck and sincerely hope you (and everyone else) find team players like I did and enjoy.
 
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| 09/25/05 16:20 |
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Jedi_Killer
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we pulled that mursat boss into the balistas it took about 10 mins of pounding him with attacks and balista blasts to kill him but we did
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| 09/25/05 16:50 |
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lani
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| QUOTE (binariydump) | I have had a similar but nor unbeatable scenario such as this twice. First was the Monk/Priest duo at the end of the Thirsty River mission and one in the end (Ring of Fire) missions.
This is where cooperative play/teamwork REALLY comes into play. I think it starts requiring it of people in the Thunderhead mission. If the team DOES NOT act as a team then your just screwing yourselves in time and effort (not to mention aggrevation). |
Imo the Desert Missions have a very clear purpose in preparing people for the PvP area's accessible through Primeival Tombs. Acting as a team is something people should've learned sometime before during any of the cooperative Missions. Unfortunately it does seem to be highly possible to get through the game without picking up the concept of "team-play". Thunderhead Keep seems to stop them cold though.
Most of them did get run to Grenth's Footprint though and now Deldrimor War Camp is filled with people who didn't get past THK.
Back to topic. And the above bit will factor in :-)
The key to defeating these seemingly unkillable monk bosses (generally they have something like Balthazar's Spirit and are at level 24-28 so hitting them gives them energy) is try and sequence your disrupts and/or energy drains. I mentioned Meteor shower and Maelstorm before. Throwing two of those at the same time doesn't cut it. I once stood against a Mursaat healing boss like this, with the only other survivor at the time, the only other Water Ele (hi hi, Mistform rules).
Anyway, we couldn't kill it untill we started sequencing/calling our Maelstorms. As we new how long it lasts (10 seconds) we could follow up on each other. At the end of the 2nd Maelstorm, we had it down.
The same system applies to draining energy. In order to keep up with their regeneration, which seems godly at times, you'd preferably sequence your mana drains. You do need the ability to cooperate, notice other peoples calls, not just bash 'T'+ space and be familiar with each other's abilities. In other words, Teamplay.
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| 09/25/05 20:26 |
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WingsofLead
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*blinks* Ouch.....I never knew those monks were that bad without a Mesmer, being that class myself. Truthfully, I didn't even notice them since they were monks when I went through those areas as a Mesmer.
Though another way to take down monks that works is to have an Axe warrior with flurry and disrupting chop(Rarely scene do to smaller dmg output. Even then, this alone doesn't have enough disrupting ability.) with an interrupt ranger. With Meteor Shower, that alone isn't enough to prevent a monk from healing, thats only around 3 interrupts roughly every 3 seconds. I think it is actually better to drop as many Meteor Showers as the team can in a short amount of time for a concentrated Dmg/interupt and removing the boss monk swiftly rather then spreading out meteor showers for long-term intterupts(Unless the monk has that bad habit of moving away from meteor showers).
As for attempting energy denial on them? I've found it more trouble then its worth, especially against the boss ones. They seem to have a rather large amount of energy regen, and while I aim spells such as Energy Burn/Surge and Energy Drain their way, its because they will almost always have the full effect on them rather then the melee mobs. *sigh* Too many times I've tried to Energy Drain a Jade Armor, and only get 5 energy from them rather then 20. Though this does prevent them from using the enchantments and sticking to Orison of Healing due to low energy.
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| 09/25/05 23:23 |
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Balthamos
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The boss in question was taking a whopping (yeah right) 20 damage from each meteor hit, which is over 80% fire resistance.
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| 09/26/05 02:30 |
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UCCat
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been there, done that boss... and I know we fought it for 25 mins, but we did eventually kill it... actually, i think there was another Mursat boss (mesmer mayber) right behind the monk, they were a bear to kill
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| 09/26/05 08:35 |
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mooseyfate
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There are times when enough people leave and the spells you have make it impossible. I think 30 minutes is the longest i've spent on a boss... Mursat Mo in Abbadon's Mouth. That Mo is randomly at one of three locations. Stalemate. He couldn't hurt us enough... we couldn't hurt him enough. Have everyone coordinate and attack with energy maxed out, but sometimes you unfortunatly just have to give up and start over. If memory serves, I may have had that stalemate twice, and the second time just walked past him and ended the mission eventually without killing him. Something to try, but I can't remember for sure if that worked or not.
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| 09/26/05 11:40 |
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Aachmed
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I would have to say make sure you have a mesmer or two with the right skill selections. As a R/Me I usually take chaos storm, backfire, conjure phantasm (all mesmer) and distraction shot along with some heavier damage shots. I hit them with backfire and chaos, then charge up and hit em with conjure and distraction. Put in same damage shots and repeat if neccessary. These along with the things everyone else does seems to take em out. Some are harder than others but I've never had a problem taking them down
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| 09/26/05 12:00 |
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ArianceKonress
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| QUOTE | Ok, im sure we have all had the problem where we are fighting a monk boss at the end of the mission and IT WONT DIE! My team (2 leavers) spent over 1 hour pounding on a monk boss that seemed to have in infinite pool of energy, do mobs have energy pools or just 2/3 times the regeneration we have.
Sorry, I find it very annoying when the boss at the very end of the mission won't die. I know mesmers could shut it down but our mesmer left. Anybody else have this problem?
Prehaps this should have been in "Rant and Rave" |
Ok.....you fought for over an hour, eh? After about 10 minutes I give up and say "Hey what a waste of time and my life, lets go back to town and start this over because theres no way on earth that we can beat this guy!" Geez, I find that hard to believe that you tried for over 1 hours...
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| 09/27/05 21:00 |
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ArianceKonress
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| QUOTE | Ok, im sure we have all had the problem where we are fighting a monk boss at the end of the mission and IT WONT DIE! My team (2 leavers) spent over 1 hour pounding on a monk boss that seemed to have in infinite pool of energy, do mobs have energy pools or just 2/3 times the regeneration we have.
Sorry, I find it very annoying when the boss at the very end of the mission won't die. I know mesmers could shut it down but our mesmer left. Anybody else have this problem?
Prehaps this should have been in "Rant and Rave" |
Ok.....you fought for over an hour, eh? After about 10 minutes I give up and say "Hey what a waste of time and my life, lets go back to town and start this over because theres no way on earth that we can beat this guy!" Geez, I find that hard to believe that you tried for over 1 hours...
Guild Wars
Ariance Konress W/Mo20 < RPG
Healer Of Doubt Mo/N20 < RPG
Ranger Theory R/Me20 < PvP
Franz Of Ferdinand [Test Builds] < PvP
|>| Currently 730+ hrs in 4 months |<|
World of Warcraft
Ayromir LvL 43 Rogue
-Race: Dwarf
-Faction: Alliance
-Realm: Azgalor
|>| 250 Hours in 4 Weeks |<|
Visit my friends website and learn about the adventures of Captain Sombrero! captainsombrero.tripod.com
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| 09/27/05 21:01 |
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TarisDale
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Every class has something that interupts spells or drops the enemies energy pool. Most the healers and the boss as well are better at healing others than themselves so a lil chaos goes a long way :)
For boss or multi healers work out strike order (who you hit first) and all hit the same target. If this does not work try hitting the healer or other targets, random ones. Computers cant deal with human chaos tactics well so the healer starts trying to heal multi targets.
At this stage everyone but one hits the target you want to kill and the other one person with interupt and or energy killing skills hits the healer. If extra firepower is needed the others killing the main target use a called shot to say all hit the same target as its almost dead.
As a ranger/mesmer the boss killing skills I like are, Concussion Shot (it costs 25 so use it well), Savage Shot or Debilitating Shot (-10 energy on hit), with poison arrow and mesmer's phantasm or energy burn is also good.
EDIT = you also need a "full" party working together.
The main thing is dont keep hitting the same target if its being healed as fast as you can hurt it!!
EDIT2 = NEVER< NEVER get into the habit of attack skill orders. Computers think faster than us so keep changing skill attack order.
***THIS POST HAS BEEN EDITED***
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| 09/28/05 21:52 |
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Sainty
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The longest I spent was about 25 minutes on the monk boss in thunderhead keep..
I did ring of fire with either lani or another m8 of mine (ele and necro rest henchies).. We came to the monk boss.. and after 10 minutes of fruitless fighting we decided to cooordinate a bit more..
I used Maelstrom, and when it ended the necro did Wither and we had him down in notime..
But this is only an example of how important disrupt can be :)
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| 09/29/05 04:39 |
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Jamnog
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heh yes i know where your comming from on this one.
been reading the forum for a while now for tips and decided to join up.
I think a few tips that people have told me during game play will help allmost any combination of team.
1. the sides and back of a foe are weaker than the front try and get the boss to turn round sometimes by having one on each side (maybee it just waists the bosses time a little more).
2. if you take out the little guys first for some reason this helps cause they arent causing you dmg the whole time. not allways the case but imps for instance are easyer to kill and much quicker to kill.
3. bosses cant cast some spells while they move around how many games have i played where the secret was running round in circles takeing pot shots (this often doesnt work)
4. related to 3 in some ways luring things. well if you stay just out of the range of the boss he comes to you so who ever he is attacking just inch away from him and he wont be casting as much (might change targets too).
5. thease tips are getting worse res during battle esp battle against any boss (once the boss dies you get your res dignet back). oh but the monk should heal, its his job well the monk should heal too you think he has 10 seconds to res sometimes loosing his skills or nrg? well you decide but allways bring res to co-op <- advice
6. dont turn your back on the enemy back away from fights(see 1)
7. dont give up if you stop pounding you are giving the chance to inch his health back up. i think that hour long battle might have been a case of some members of the team pressing c space and making a cup of tea. you need to use all your spells skills and cunning to get that guys energy as low as it needs to be jk.
8. change your skills as much as you like read them all
change attrib during battle by having a selection of hats with different runes on my necro has scar patterns so i change the soul reaping to death or blood during a fight against just one opponent. thats +2 for wich ever attrib i feel like changing. the same applies to my w/r, my m/r and my n/mo.
9. if you get a good team that want to get thru the game stick with them if they will let you guilds arent just about pvp someone might be in there to help you complete some missions that are hard. If there are none and you never see them... and when you do see them (for the first time since ascelon) they tell you to make a pvp only monk for there guild battle. when you do this having deleted one of your charicters they have a go at you... im not bitter left that stupid guild that day joined one with friends much happyer now.
10. dont read point nine and sorry for the appauling spelling and grammar but thats me.
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| 10/09/05 06:44 |
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Mann
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Disrupting skills = bye bye monk(s). If you are talking about one of the Ring of Fire missions, I suggest taking out the other boss first while you have one or two whacking at the monk boss while disrupting.
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| 10/09/05 12:54 |
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agrios
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Willa the Unpleaseant is as annoying as his name implies..hes is really invincible if you dont have a good group.
The only that worked on him in all my encounters was using Distract Shot on his orizon of healing, it was the only way to hinder the healing, since the freak spams it nonstop. Migraine helps a lot on this matter.
Also would be cool maximizing HP degen (poison+bleed+burning+life transfer+Phantasm)
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| 10/10/05 11:16 |
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Jamnog
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| QUOTE | Willa the Unpleaseant is as annoying as his name implies..hes is really invincible if you dont have a good group.
The only that worked on him in all my encounters was using Distract Shot on his orizon of healing, it was the only way to hinder the healing, since the freak spams it nonstop. Migraine helps a lot on this matter.
Also would be cool maximizing HP degen (poison+bleed+burning+life transfer+Phantasm) |
defile flesh target gains two thirds from healing its a curse tho so if you want to go curses umm i will think
mark of pain, incid parasite (probably not so great) malaise (if they are targeting someone else) wither (elite) soul barbs, suffering i dont know much about curses but with ther right team those could be goos supporting spells to bring down the energy and maybee do a small amount of dmg you need to get her nrg down tho so all those warriors can put the boot in.
:/ trouble is it leaves you looking a bit silly for the rest of the mission
edit : im going to fomr a loop through the power of links
http://guildwars.gameamp.com/forum/showTopic/19610.php
***THIS POST HAS BEEN EDITED***
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| 10/10/05 12:19 |
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gerrad
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in those endgame mission i ussally try to find a shutdown mesmer. on abonns mouth when the 2 boss spawns our group got 2 monk bosses :( but the mesmer was able to shut down both of them w/chaos storm blackout power block and backfire nad diversion.
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| 10/10/05 19:26 |
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SBD
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hmm, this seems dumb to say, but.... theres a reason why the mursaat monks dont die, they have mad healing. Aura of the faith+healing touch/or/orision of healing=mad healing
(which if they nerf those skills mursaats are nerfed too *yes*) surpringly they dont use balt spirit, which is really odd, just imagin if they did, hehe you could never kill that suka
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| 10/22/05 13:33 |
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SBD
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but hey, its part of the game, if the musaats werent in the game, it'd be too easy,
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| 10/22/05 13:34 |
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Seth Oneil
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This happened to my party as well, I was acting monk and had little; well actually no attack spells, I was useless standing by just removing Hex's healing, it was easy because he didn't attack much so I kept throwing max damage cane shots at him to no avail. What we decided to do was to stop all using out attack skills. Once we hd regenerated all of them on a specific count when our elementalist used fire storm we were to all attack at once with out skills.
It took a while like you said, about an hour but once we implimented this plan we finally took him down, I for one was not going to quit, as we took the long way around instead of going threw the front gate. The monk bosses are bitches, takes them forever to die, and well you know how it is. The only way to win when people quit is proper leadership and teamwork, make sure you have a clear leader and give him ideas don't take charge. Well, unless you are the leader then wel..... you know.
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| 10/22/05 16:21 |
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Foreverlad
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Been there, done in by that. lol
Understand that late in the game you're facing multiple lvl 28s with a few level 24s and such.
To start, you're looking at what? An enemy with 50-100 more HP than anyone on your crew? On top of that, those mursaat healers aren't spending much time kicking your butt, they're throwing the majority of their EP at themselves (or grrr....one another). The EP will be higher too, due to their level.
Tack on the fact we know nothing about the Mursaat and it's safe to assume they've got some armor that, despite being salvagable and sellable, doesn't necessarily equate so much with our own.
If you're using an Echo Nuker, you'll be lucky to pull off 200 hitpoints with any one echoed skill. 500-200= 300. While you're recharging (up to a full minute) they've plenty of time to regenerate or heal.
The warrior who didn't quit on you is bringing down the house with a whopping 12 damage. 10 swings = 120 if you're lucky. again, takes so long, they heal.
It's insanely tough without a full party, but then again, you don't form parties to leave them lol. You reach a point where, between deserters and enemy skills, you're a rock banging on a hard place.
Just 20 mins ago I was out in Hell's Precipice skill capping. 4 people ran off and we're stuck with a damaging Warrior, A healing monk, a battery necro and me, a stance tank. We were trying to beat one of the caps (one of those 4-legged fire beasts) and the damn thing had parasitic bond
and took a good 15 minutes to kill.
It makes you appreciate...or hate others more, that's for certain =)
*edited to revise my party breakdown*
***THIS POST HAS BEEN EDITED***
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| 10/22/05 16:45 |
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