Talk:Thunderhead Keep (mission)

Don't you also have to kill Confessor Dorian at the end? --Karlos 07:31, 30 Jun 2005 (EST)

When I did it, he attacked at the end. So I guess he's part of the "defend" objective? --Fyren 19:48, 30 Jun 2005 (EST)

I submitted comments on key decisions that need to be made prior to starting this mission. These came about out of my frustration of not finding a group that could trully act as a team (many claim to be willing to work as a team; most mean that they'll work as a team as long as everyone follows them - get two or three people in your party with this attitude, and it's a lost cause). I also expanded on the alternate strategy - after trying both, it does appear to be the easier of the two. Last, I added a tip at the bottom, also brought about by my frustration at the mission start finding people who have used a runner and bypassed earlier missions. They may have armor from Droknar's, but if it's not infused, it's worthless from this point on in the game. I've seen the question "where do I get my armor infused" several times. One of the many reasons I hate runners. -A_Non_Mouse

I've deleted most of the change by Mord for now, since I'm doubtful if the new information is correct, and the writing needs either heavy editing or deletion. (The information in the first three sentences was OK, but I managed to replace them with five words without losing anything useful.) Can anybody confirm whether: &mdash;Tariel 12:43, 26 November 2005 (UTC)
 * The bonus Mursaat fight the other enemies when outside the players' aggro ranges. (If this is true, it sounds like a bug to me&mdash;the bonus is supposed to make things harder.)
 * Enemies prefer to attack players carrying torches. (This sounds more reasonable, since some other carried objects have the same effect, but I've never tried it.)


 * I ran through Thunderhead and bonus again tonight. I held the torch throughout the bonus, with no difference in NPC behavior towards me.  Also, I question the value of the tips on party formation.  Tonight we finished the bonus with no NPC making it into the gate, and killing Dorian while his party was still on the east side, and the party was composed different than the 'tip' party (two monks, two necros, and one each of the remaining).  Unless we're going to get into a listing of all possible party formations that work well, this section to me seems common sense and should just be removed. User:Barek

I'm outta here
Well, given the difficulty that groups have in doing Thunderhead (I do it for fun, along with Thirsty), the information of mine that was deleted really is essential and useful to others, even though it may be duplicated elsewhere. Expecting people to understand all of the nuances, especially when there are no links (and, no, I have no idea that the information appears elsewhere, or even what appears elsewhere), is unrealistic. If this was a straightforward and standard mission, I can see how redundant information could be unnecessary. However, this isn't a simple mission.

I'm not going to get into yet another wikipedia editing war, and so I'm just going to leave. Don't bother replying.

--Morty 04:23, 3 December 2005 (UTC)


 * If you are saying that players got to Thunderhead Keep and yet do not know that they should attack boss last (with a few exceptions) or that they should have two monks, then I think you are mistaken. A lot of the stuff you put in was very basic. Now maybe some people need to be told that stuff, but I don't see where it is specific to Thunderhead keep. I do the mission every now and then because my ele needs the bonus and I have not seen any parties that go with one monk or none, nor any parties that attack boss first. That does not disprove your experience, it's just not as widespread as you think.
 * I think others will agree however that we are categorically against a "tried-and-true" ONE way of doing things. I am sure a group of veterans can do Thunderhead Keep with 4 mesmers, 3 necros and one Earth Ele if they so wanted. Just like a group of not so experienced players might try your tried and true method and fail. --Karlos 04:40, 3 December 2005 (UTC)


 * I still disagree with the suggested tips on party formations. Since we're comparing background on it: I've completed the mission and the bonus more times than I can count, and my guild has gotten to where we set arbitrary goals just to keep it challenging (like last night's killing Dorian to the east before he ever turns around to the west gate, etc).  Our guild used to routinely charge clients to guide them through, but we've temporarilly stopped due to how simplistic the mission is for us now (lack of a challenge).
 * The only ones that I would insist on using are two monks, and even then the henchies are adequate. For the others, I would prefer at least one tank and one ranger; but no point mandating more, that's optional.  The rest of the party can be nearly any profession mix.  The main key is keeping a balanced team with a mix of multiple professions; but this is common sense and behavior that the player should already know by this mission.  On the currently suggested build: Only one tank is actually needed.  The rangers can both be trappers and be the ones pulling the targets.  Shutdown Mesmers are a plus, but optional.  Necros can use minions in the latter half and still be useful, there are still Mantle, Giants, etc with bodies to exploit.  An Ele is a plus, but again optional if other ranged casting is in the party (again, as I said above, a balanced team mix).
 * Basically, I still feel this section pushes players too much to the author's method, without considering that others have perfectly functional team builds that are at least as effective. --Barek 11:46, 3 December 2005 (UTC)