Service: In Defense of the Eye

Overview
Summary
 * 1) Speak to Artificer Mullenix when you are ready to defend the Eye of the North.
 * 2) Fight alongside the Eye's support personnel. Defend the Eye of the North from the attacking Shiverpeak Centaurs.
 * 3) See Artificer Mullenix for your reward.

Obtained from
 * Artificer Mullenix in Eye of the North (town)

Requirements
 * Service: Practice, Dummy

Reward
 * 250 Vanguard reputation points
 * Skills
 * Ebon Escape
 * Powerstone of Courage

Dialogue
 * "[Difficulty: Master] It's a very good thing that you trained the support personnel here in the Eye of the North. The Modniir are taking advantage in the absence of our main force. As we speak their numbers march upon us. We must not give up this base. It is our only foothold in the north and our lone base of operations behind Charr battle lines. Help us defend the Eye."


 * Accept: "The Eye of the North must not shut. To arms!"
 * Reject: "Some Dwarven ale on a Krytan beach is sounding real nice right about now."

Reward Dialogue
 * "We are victorious! It'll be ages before those cursed Modniir think about attacking us again. I believe we can hold our own here without you. You've taught us well. Continue forth with your mission, friend, and thank you for all of your aid."

Walkthrough
The quest consists of four waves:
 * The first and second waves are Level 8 Shiverpeak Centaurs and Level 20 Modniir Beserkers in groups of circa 10 each. After the initial two waves, snowballs will appear which will crush players - this causes instant death. A good tactic for avoiding both the snowballs and getting overpowered by the waves of Centaurs is to back up onto the bridge and remain there for the duration of the fights.
 * The third wave will contain foes similar to the previous but will also include Level 20 Modniir Priests and Modniir Shamans.
 * The fourth wave will be smaller than the previous ones and completely made up of Level 20 Modniir Beserkers and their boss - the last group you have to defeat.

This quest is easy to achieve with heroes and henchmen. Bring as much AoE damage as possible. Searing Flames, Spiteful Spirit, Splinter Weapon, Mark of Pain and especially Edge of Extinction all work wonders. The two henchmen monks should suffice for healing and protection. Inital low level Modniir can provide headstart for minion masters, and during combat itself, there should be enough corpses to be exploited by other means like wells.

If you are having trouble completing the quest with heroes and henchmen the quest can be made much easier. With heroes and henchmen flagged at the top of the ramp you will be safely out of the way of aggro and can use pulling techniques to take the groups on one at a time. More often than not a weak player group will be overpowered by the third and fourth waves. By this time energy is down and the level of difficulty increases. It is much easier to run away, out of aggro range, and pull the mobs in the third wave one at a time. This leaves the boss character, and fourth wave, isolated and easier to finish.