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Talk:Eastern Frontier

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what is the red text supposed to be representing. The "description" is lacking in the extreme.

Foe types... Grawl, Devourers, Char... --Karlos 05:25, 24 June 2007 (CDT)
It's not in keeping with other areas; very detailed but I would suggest unnecessary, and composition of enemy groups may vary. I'd suggest pruning it.06:55, 28 August 2007 (CDT)06:50, 28 August 2007 (CDT)

Bringing a 6 man team from Yaks Bend[edit source]

I think that comment about bring a 6 man party from Yaks Bend is a little spurious. Considering the route (via travellers vale, ascalon foothills, diessa lowlands, the breach, old ascalon, regent valley and pockmark flats), its not really a viable option.

Certainly I found using a 6 man team in diessa lowlands was just as difficult as using a 4 man team in eastern frontier.

Sadie2k 18:36, 25 June 2007 (CDT)

I used 4 men in diessa lowlands and it was a pain in the arse.

I used an 8-man team, and those Grawl could still win if I didn't do a good job pulling. SarielV 01:55, 18 July 2007 (CDT)

I put the original 6-man comment in. I had tried for hours to vanquish this area with a 4-man team of heroes using a variety of methods (MMs, scourge healing, building up high morale by clearing everything prior to the Grawl) and it just didn't work. The route from Yak's sounds like a nightmare but remember you don't have to vanquish the areas on the way, you just have to get from exit to exit. I think it says something when SarielV took an 8-man team all the way from TOA (yikes!) and still found it difficultMaz Mazkin 06:01, 27 August 2007 (CDT)
I managed to vanquish this area with a 4-man (3 Hero) group by starting from Ruins of Surmia. Here is a picture showing the builds I used for my team, in case it helps anyone with ideas. (screenshot) The key for the grawl was to switch targets a few times before focusing everything on a healer. Plus the spike damage from Necrosis, You move like a dwarf!, and Finish him! is perfect for the kill and incredibly fast. Yay for overpowered PvE skills! :) Catbus 06:28, 2 December 2007 (UTC)

Mhenlo[edit source]

It is possible (though VERY slow) to coax Mhenlo from the southern portal through the rest of the map using minions as healing bait. You can inch him form his spot with Cynn and have him follow you around healing as he goes (very useful in HM with only 4 ppl).Jaxgreystar

Glitch problem,or missunderstanding[edit source]

I was looking for that cliff in EF,but i found only a side way glitch to climb to a hill where is already a way to get there,so is that it,or there is something else?The Kall 13:42, 26 August 2007 (CDT)

There are two ways to get north of the wall in this area; the obvious one a few paces from Frontier Gate, and a second which is reached by going SE then NE. On the map some Charr are marked at the spot. Is this what you mean?Maz Mazkin 06:55, 28 August 2007 (CDT)
Look at these for further "explanation" of the hill. [1][2][3].--Marcopolo47 signature new.jpg (Talk) (Contr.) 19:57, 28 August 2007 (CDT)

Hard Mode[edit source]

I just vanquished this area using the 3 necro heros. Well I have 2 necros and a Rt because I don't have 3 necros. It worked. The grawl part was the hardest and I did it last. You need the minions to go in and keep the warriors busy while you focus fire on the healers. Also patience is needed to watch the patrols and how they over lap. Also pulling grawl away and killing them worked and was the only way I could do it. Good luck! [lol I forgot to sign this way back when] Retro77

The trick I used to kill off the Grawl Healers was to flag my henchmen so that one of the healers was body blocked in a corner, then just wail on it until it died. This worked fairly well since the only self healing spell it has is heal area, and it ends up healing my party too.--Drazi
This area is a pretty rough vanquish, but it's really only the grawl area that makes it so. My advice is to start from Frontier Gate and tackle the grawls first. If you fail, you haven't lost much time. If you succeed, the rest of the area is pretty easy compared to that. Shadowlance 21:08, 20 May 2008 (UTC)
The Charr are pushovers compared to the Grawl. My solution was a mesmer hero with Power Block. The shamans go down quick when they can't spam Heal Area. —Dr Ishmael Diablo the chicken.gif 21:14, 20 May 2008 (UTC)

perhaps someone should add to this article the quest involving titans, the king ect. 03:17, 25 July 2008 (UTC)

I also just did this with myself and three Heroes, and I found it easy. All I did was kill a few Moa Birds+Devourers for corpses, then I took out one group at a time. Observe the patrols and you will notice that they do seperate into 3-4 grawls. Diversion on the healer and that pretty much did it. Kennenth 01:33, 1 September 2008 (UTC)

can anyone upload new screenchots from that gltich hill?

The problem isn't just a single Ulodyte, ANYONE can take out a single Ulodyte, the problem is that the Grawl area spawns are completely and utterly goddamn random, so sometimes it's nothing but 1-ulodyte+2-grawl groups, and other times every last one of the groups has TWO Ulodytes. This area is a poorly designed piece of crap for hard mode, it's not even challenging, just frustrating, since it's so goddamn dependant on luck whether you even have a CHANCE of beating it. If it was just one healer, you could focus on them and hammer them down, bring Broad Head Arrow and stuff to make it possible to interrupt them, but when there are TWO, then it's as good as impossible, because they can practically spam Heal Other and Heal Party. I tried wearing down their energy with Wither and stuff, but they must have it in the hundreds, because that never worked to stop them for even a couple of seconds. Piling hexes on them is pretty useless since heroes are utter shit for coordinating and choosing them, or even just using them halfway intelligently. Minions are NOT enough to bring you through this, they just do NOT have the staying power to take down the Grawl, and most likely they'll just make the Ulodytes flee, follow and end up aggro'ing even MORE groups. You Move Like A Dwarf is a great suggestion for ONE Ulodyte, but good luck taking him down during those sparse few seconds when you've got a second spamming Heal Other on him. The problem here is that you basically need TWO characters who can lock down a caster completely, one for each ulodyte a group might have, someone to keep the Grawl for massacring the lockers and a healer to keep everyone alive. By the time you get there, you're kind of out of the firepower to actually finish off the casters during the small window you have.PurpleXVI 16:54, 30 September 2008 (UTC)
(most) PvE monsters are allowed to break the normal rules for Energy max and regeneration, to the point of being nigh-infinite; it's extremely rare to see something like Mind Wrack work. Doesn't apply just to HM either. Entropy Sig.jpg (T/C) 17:07, 30 September 2008 (UTC)
I am seriously at wit's end. I've been considering bringing two Elementalists or Assassins and just piling so much hurt on one target so fast that the healers can't keep up. Gotta be worth a try, right?PurpleXVI 17:45, 30 September 2008 (UTC)
Yeah, seriously there has only been a single build EVER that could reliably overpower monster's energy regen, the Famine farmer, and even that one showed how ridiculously high the energy regen is: the enemies took damage from losing the energy almost every single time it was hit, and they would only lose energy if they have at least 1, which means they were getting back that 1 energy at retarded rates --Gimmethegepgun 19:00, 30 September 2008 (UTC)
I did this rather easily with my Paragon and 3 Necromancer heroes. I started from Frontier Gate and my build was the typical Imbagon with You Move Like a Dwarf. My Curses Necromancer had 2 Mesmer interrupts (doesn't matter which), Enfeebling Blood, Spiteful Spirit, Insidious Parasite, Rip Enchantment, Defile Flesh, Signet of Lost Souls. My Minion Master had the same 2 interrupts, Animate Shambling Horror, Animate Bone Horror, Death Nova, Discord, Rip Enchantment, Signet of Lost Souls. My healer used Word of Healing and others at 12 HP, and Scourge Healing at 10 Smiting Prayers. I think any character that has some defensive skills along with those Norn PvE skills could have done this vanquish just as easily. At one time I even had 3-4 enemy monks but I still managed by focusing fire on one monk at a time. --Schmerdro 19:25, 9 March 2009 (UTC)
I used the 1 man 3 Hero Spiritway stock setup (I was a generic WE W/Mo setup) to slowly pull my way through the Ulodytes. What helped was timing the spike to the healers. I brought the Ebon Vangaurd Assassin, Finish Him!, and You Move Like a Dwarf!. When the spirits would attack the healer, I would hit the 'sin, then YMLaD, then FH! to spike him lower, then a generic Power Attack to finish him off. If there's 2 healers, then just keep trying and eventually got it. Biggest group I had was 3 healers and 4 warriors and was able to slowly take them out. Once the 4th healer came into play, I wiped (oops!). Once I got through the Grawls, the rest was rather easy, albeit time consuming. Only took my 1 hour and 50 minutes, but 15 of them was spent helping my neighbor move his water heater :P Thank god this area is done! Mauirixxx 01:37, November 4, 2009 (UTC)

Last Day Dawns and this area[edit source]

Well, vanquishing this area kinda gets tricky if you have the quest the last day dawns. in normal mode all the mobs are lvl 24+, not sure about hard mode. also there seems to be a lot lot more mobs. Later tonight, im gonna vanquish this area with the quest active and see how many mobs there actually are, but there should be a note that the quest should probably not be taken during vanquishing or else your faced with a large army of around 60-80 charr right at the spawn of extremely high lvl for the area. Oh. not to mention the titans. Assuming you start with a party of 4, this place can get very tricky with that quest active. Nibelhim 16:51, September 24, 2010 (UTC)