Talk:Dzagonur Bastion (mission)

So if we chose Margrid can we get this after we wrap up? :b --CKaz 23:54, 21 November 2006 (CST)


 * Yes. You can enter the mission after you finish the campaign and recruit Master of Whispers in the postgame area. I've also heard that it's possible to do the mission earlier if another party member has Master of Whispers. -- Gordon Ecker 23:49, 26 November 2006 (CST)

Just as a note, I had Margrid, for me to enter this mission I had to complete Greed and Regret before it would allow me to do Dzagonur Bastion (Mission) Sax Dakota 21:12, 1 February 2007 (CST)

Master's
Who wrote the tip for master's reward? it doesn't work. I sent 2 to the east, 1 to the centre like it said. Everything is fine until the generals appear. Then I kill the west general and all the enemies near and the general next to the west general, and about this time the east bombard falls. I am nowhere near it and can't help, and apparently the 2 Whispers can't either. I will try some different strategies now since the one listed here doesn't work. --Carth 17:47, 25 November 2006 (CST)


 * Five hours after I started it's done. I sent a minion master hero to the east. After both teams of whispers were dead, he held it by himself for a long time, before finally dying just as I arrived. :) I have of course just realised that you only need 5 intact for master's. That is very easy to do and I can't believe I spent so long getting all 6. --Carth 19:30, 25 November 2006 (CST)


 * Yes, you're right, after following the article to get Master's and failing quite a few times, I decided to do it the opposite way and defend the East first. The Elementalist general has to go down first, because if don't kill him early, he's going to come down with the rest of the Margonites and just absolutely lay waste to to the Whisper squads.  This would leave the Warrior general, who deals decent damage, on the far west last, but he doesn't come close to the damage output that the Elementalist general has.  Kill the Eastern elementalist general, mop up, and move on to the Paragon general.  You can even skip the Monk general and kill the Warrior general first.  But if you let the Elementalist general come towards the castle with his troops and you're not there, you're definitely going to lose at least the bombard if not the gate too.  --waywrong 01:06, 1 December 2006 (CST)


 * That's funny, I had exactly the opposite results with my Mesmer. Tried over and over again to take the Elementalist first, and got TPK after TPK.  Then I decided to post my heroes on the East bombard, while I covered West.  When the generals showed up, I pounced on the Monk boss (middle-west).  The asymmetrical map puts the Warrior boss very close to the bombard, which meant I could cover his reinforcements while taking out the two western bosses.  I then regrouped with my heroes (letting them heal and recharge a bit) before taking out the Paragon.  Finally, with three rifts closed, I de-flagged my heroes and took out the elementalist boss with a full party.  Kept all six defenses, and beat the mission in under half an hour. Auntmousie 02:43, 1 February 2007 (CST)

When the generals showed up for me, I immediately sent my minion master hero to the west to help guard it, while I and the rest of the party went east and attacked the eastern general. Once he was dead, I sent the minion master to help defend the center while I and the rest of the party went to the west to kill that general. Jarus 06:09, 27 November 2006 (CST)

I tried camping the gates and waiting for the generals to come down on their own, but they never moved. Then I ran up and pulled their escorts down to my group and killed the escorts easily, and then I could leave more henchies at the gates. Pulling the margonites away from their healer also helped. On the other hand, most of the NPCs died because of how long I was camping.

I just hit masters easily, I went the opposite to the guide. 2 groups to the west, 1 to the center and my team taking the east. I ran around as said, once the generals appeared. Took down the east general and then cleared his men out, ran over and provided help to the center. Then went for the monk general, again running back to provide help for the center, then the west general, during this I sent my MM hero to the center. After clearing all the west, my entire team went for the Paragon general, and we didn't lose a single defense. Taeliesyn 20:45, 2 December 2006 (CST)

I have gotten masters several times also by going the east gate first (all heroes/hench) - the first time I did this I was not trying for masters, just to complete the mission. I send all the groups to the center (west may work, never tried - it would at least be less running) and killing all the incoming groups off until the generals come. I then kill the east most general (nothing else - no underlings) and run to the west gate. By then there is one general attacking there, I kill him (note: I usually loose one bombard - still masters though). I kill all his underlings as they will continue to assualt the gates. I then go through and kill the general *only* from west to east. I've never had problems once I did this, at least the in game text says the gates are closed, I never see any other generals or general's groups attack, all the defenders on one gate can defend it well, and once all the generals are dead mission ends. Strcpy 04:40, 3 December 2006 (CST)

After two failed PUG runs, I read this and built a hero hench team with my assassin, a MM hero, SS hero, Dunk (heal), Khim, Odurra, Devona and Herta. Sent two groups west, one center, and took the other with my team. Killed groups in east and center, concentrating on margonites and letting whispers/minions mop up the kournans. Ganked ele boss when he came out, then sent both necros to center and finished cleaning up the east. Ran across to west, brought both necros and ganked war boss. Then slowed down, taking my time with the monk and finally the paragon. Whenever a bombard was threatened, I'd break off and go kill the guys around it unless a boss was close to death half. Never lost anyone (although I got close once with the war by getting too far ahead) and got masters(protected all 6 as well). I really think the master's tips should be changed to go after east first -- with that ele boss hitting for 400+, I don't think you can afford to leave him alone.--Dfscott 15:54, 5 December 2006 (CST)


 * I'm in agreement here. I did it similarly, as a dervish with MM, Bond/Prot, and nuker heroes, and Eve, Cynn, Mhenlo, and Sogolon for henchies.  Took the east, killed the generals Ele-War-Monk-Par.  They threatened the Western Bombard *once*, and none of my party died.  Master's with all 6 defenses left.  &mdash;Dr Ishmael [[Image:Diablo_the_chicken.gif]] (talk|contribs) 16:27, 5 December 2006 (CST)


 * Similar here. I just now did this with my warrior, D/W dervish, MM, SF ele, cynn, holy hench, motivation hench & healer.  (Just realized... only one healer) - I took out the worst of each group, rushed the elementalist, ctrl-attacked to focus fire on him (he had no healers) - once I took him out, I sprinted to the other side of the map to take out the enemies on the opposite side.  After that, it's no pressure to guard your shrines, because you can keep an eye on both. Craw 20:26, 7 December 2006 (CST)


 * After failing my first attempt with my Warrior (lost west bombard, west gate, then the citadel), I took exactly the same heros and hench that Dfscott took (LoD, MM, and SS), then sent 2 groups to west, one to center, and with my group all over. A lot of running from east to west (mostly east and center), but all in all it was an easy victory with 5 def left for masters reward (lost east bombard).  I kept my Necro heros with me, and a side benefit was the MM would leave death nova minions all over the map as we ran back and forth.  Kill the Margonites, let the NPCs and straggler minions take out the rest.  I am not sure how much the earth hench helped, as his wards were always put up just after what I was attacking was dead.  None the less, this strategy worked like a charm.  Queen Schmuck 18:00, 19 December 2006 (CST)

I played this through 4 times, even though oddly enough I got Masters on my very first attempt despite not knowing what I was doing yet (it was very chaotic, but somehow effective). The second time I lost :) The third time was 4/6, fourth 5/6 successful. I'd say it's very hard not to lose at least one bombard. Which is probably why they 5/6 is good enough for Masters.  I'm still not sure what the best approach is.  I had the most success by putting one group of Whispers at EACH location - they seem to do a pretty good job holding out just long enough for you to arrive.  If you leave one spot open it forces you to watch it like a hawk or lose it quickly.  Having Whispers at all 3 lets you move around much more.  If you lose a bombard, that enemies that took it immediately assault the associated gate and you better run to kill 'em fast.  This makes it much more difficult to cover the field, 'cause the bridges are quite long.  So try to hold all 3 bombards as long as possible.  The best deal I think is to stand just ahead of the central bombard and watch the radar as well as panning around with the CTRL looking for incoming red guys. You can generally take them down quick and return to the middle to go after the next batch. Once the generals show up, they'll send guys to attack from the wide flanks and it really takes you out of position to take them down. Therefore I think ranged characters are much better here than melee characters. I switched out my 2 warriors for 2 rangers for the last attempt, seemed to do the trick. Watch the blue zone-under-attack indicators to warn you about which spot is being attacked and try to get there ASAP. I was able to stop everything they sent down and eventually started killing them one at at time during lulls in their assaults, without any special strategy. My guys often seemed to have trouble staying with me and got hung up trying to kill some single guy along the way while I was trying to get them to do more important things (even using target calling). Party-wide running buffs would REALLY help here, too, although I didn't use them. Stance-breaking skills would really help too, as the attackers use a ton of archers with Whirling Defense stance that tends to stall your entire attack for a really long time when you should be getting elsewhere. I didn't use any Minion Masters - did't have any made! P/W build with attack-based skills. Perko 9:40, 24 January 2007 (CST)