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From the local quarter:. From the foreign quarter:. This article is about a mission. This name is also used for a Zaishen mission quest. This mission highlights many deficiencies in the NPC pathfinding AI : It is possible for a henchman-only party to get stuck behind a chest, forcing you to either restart the mission or continue alone.

If the henchman party is starting from the Foreign Quarter, this can happen before they reach the first meeting point. It is possible for Togo or Mhenlo to get stuck in the same way. It is possible for Togo to just get stuck for no reason, which causes the last fight to fail to initialize, making the final battle of the mission impossible to complete.

If you bring minions , Mhenlo can get distracted in healing them, causing him not to reach his waypoints. A sign that this has happened is Togo standing still some distance behind the party. If this happens, try moving back towards Togo; when Mhenlo gets close enough, the missed waypoint will trigger and Togo will start moving again. If your party has a monk maintaining Unyielding Aura , Shiro won't wipe the whole party.

If the party leader is resurrected by this means, they will not appear in the proper place for the cinematics.

In other languages Deutsch. To offer what customers need and to solve problems what they worry about are what we have been doing over the years. We do and do it well. Show All Games Menu. Powerleveling Gold Cdkey. Stock: G. Buy Now. Game News. Our Guarantee. The plethora of corpses from enough afflicted to challenge two parties means that skills that rely on mobs dying can be highly useful. Necromancers will get massive energy from Soul Reaping and have many corpses available to exploit.

Other skills such as "I Will Avenge You! You will also find that many ranger trap skills will be especially useful in this mission, one trap can take down a whole group of afflicted. Placing traps in the easily spotted spawn points of the afflicted will generally make this mission a lot easier.

If both parties include players and are decent single parties in their own right, the main challenge of the mission is to distribute the damage that mobs do between your two parties. If your party is taking most of the damage and in danger of being overwhelmed, back off and let the other party absorb some damage for a while. Conversely, if there are many mobs up but they aren't attacking your party much, get in there and take some hits to take pressure off the other party.

If the party from the other side has only henchmen, it will be rather short on defensive skills, but not wholly inadequate for the mission. Assume that your party will have to take the bulk of the damage and rely on the henchmen party mostly for damage dealing. They can take some hits on their own and survive, but can wipe pretty quickly if you leave them to fend for themselves. It can sometimes help to thin a group of afflicted but not finish it off entirely if there are other large groups up, as the smaller group won't pose much of a threat to the other party.

If you want to split up at some point, you can do so by flagging your party, while you move over as the henchmen party follows you. Additionally, you'll have to protect Togo and Mhenlo. They don't tend to get themselves into trouble from Am Fah, but at the dotted combat areas, will stand around the middle.

If both parties run off in the same direction while a group of mobs comes from another direction, they will all target Togo or Mhenlo, which can be a big problem. Be careful not to chase mobs too far for this reason.

Also keep an eye on Mhenlo and Togo, as one may see mobs off in one direction and chase them, and you'll have to rush over to help out to save him if there are too many. For the big fights in the areas marked by dots, one wave of afflicted will spawn when the previous one dies. The speed with which you kill afflicted matters, but don't finish them off so quickly that more spawn while your group is low on health and energy.

Multi-target attacks and true area of effect attacks can kill mobs quickly, as they tend to bunch up a lot. Much time can sometimes be lost when running from one big fight to the next. Don't get too far ahead of Mhenlo and Togo, as sometimes a single mob will spawn far behind you, and they will stop to fight it. You'll have to head back to help them out, as it will take a long time for them to kill the mob on their own. Minion Masters can be a mixed blessing. The extra minions can help in the big combat areas, but they often slow Mhenlo way down outside of them.

If you bring a minion master, be sure to send him well ahead of your parties except when fighting Am Fah, so that you don't lose a lot of time to Mhenlo stopping to heal minions. Beware that with multiple minion masters, the health sacrifice of Blood of the Master will heal all of the minions, which can be a far larger sacrifice than an unprepared necromancer was ready for, possibly even killing him.

The Afflicted Ritualists of level 20 or higher have Flesh of my Flesh. Target them quickly, as rekilling many mobs after they die and are resurrected can waste a lot of time. Afflicted that spawn when a peasant dies do not necessarily need to be killed to complete the mission unless Togo or Mhenlo engage them. These are most easily recognized as the ones that wander off into a corner and are content to stay there, rather than coming to attack you.

Don't be in a rush to kill them while there are other mobs to fight. Sometimes, you can skip them entirely. Few enough people do Hard mode that getting a randomly selected group from the other side is unlikely.

Thus, if you aren't coordinating with another group from the other side, you'll probably get henchmen. The party of henchmen from the other side is far more durable in hard mode. Wells , wards , spirits , and other skills that heal or protect all allies as opposed to merely all party members or target ally are quite useful.

Even so, your group will have to take the bulk of the damage that mobs dish out. If one or two henchmen of the henchmen party run off alone to fight a group, it can help if you heal them directly. A henchmen party will not get any Resurrection Signet recharges, ever, so every death in their party is a problem. Henchmen healers tend to get into the most trouble. If the henchmen party has dead members when you arrive for the parties to meet up, it may be best to just restart then, rather than delaying the probable eventual wipe.

If you have only henchmen and heroes, that may require you to bring four healers in your party. If your entire party can bring sufficient defensive skills, you may be able to get by with only three healers. For remaining hero slots, a necromancer with some minions, Well of Power , and Rotting Flesh which you must disable against the Am Fah is quite useful. It can make the mission much easier to join with a group from the other side with players.

This allows both parties to take heavily defensive builds and keep themselves alive. The hard battles come at the blue dot and the first two green dots. The battles in between are easy, and your main concern is not missing something that makes Mhenlo and Togo stay behind to fight one mob alone.

In each of the three major battles, two groups of mobs spawn at different points, and once most of those are dead, the next two groups of mobs spawn. This repeats a few times, and then finally a single group of mobs will spawn with a boss. Because you're going to have a few mobs from previous groups up when the next groups spawn, you want those few to be as weak of mobs as possible. Your top priorities to kill are Afflicted Ritualists , Afflicted Elementalists , and Afflicted Monks , in about that order.

Afflicted Ritualists are extremely potent healers, and while they can also resurrect dead afflicted if they are allowed the chance, they are somewhat less inclined to do so than in Normal mode.



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