Talk:The Last Day Dawns

Sorry, this quest is extremely doable with 4, easy as cake with 6, there is aboslutely no way to drag a party of 8 all the way from the Temple of the Ages all the way across Tyria just to do that quest. We have to draw the line somewhere and this is has to be where. :) --Karlos 08:37, 23 November 2005 (UTC)


 * Hey Karlos, I don't know if you ever noticed, but there's a little "edit" link above each article that you can use to change the text if it isn't to your liking. :) &mdash; Deldda Kcarc 09:13, 23 November 2005 (UTC)


 * Really? Where is it? I don't think I have it in my browser. Can you show it to me, please? --Karlos 11:28, 23 November 2005 (UTC)

Reqest to add bad guy data
Could this quest walkthrough be modified to include the typical list of monster professions and skills encountered? I looked in the page for the Eastern Frontier location, and it doesn't list the monsters from the Glint quest, either. --Queen of Spades 19:05, 15 February 2006 (CST)

Bugged Quest
Erm... is this quest bugged or IS THIS QUEST BUGGED!!---65.93.70.201 13:19, 27 March 2006 (CST)
 * or is this quest not bugged? what exactlly did you experience? -SolaPan 13:48, 27 March 2006 (CST)

I just remembered...
If you created a new Roleplaying character, the opening cinematics begins with "The last day dawns on the Kingdom of Ascalon..." -SolaPan 02:59, 4 April 2006 (CDT)

The Importance of Winter
I cannot stress the importance of Winter. On my elementalist I was able to do this quest easily after many many tries only after a ranger helped. The fact is air magic + winter = much damage and also mark of rodgort will NOT be activated, which is the main damage that will occur. Each ranger brought a conjure element and traps and/or barrage. This was in a 2 ranger, one elementalist (me, being air with water hexes), and one monk group BTW. I had tried many, many groups, with necros, warriors, and monks. All of them failed. That is because winter was not brought.


 * I have completed this quest 4 times, none with Winter. I am not saying it's not useful, I am countering your point that it is essential or vital to success in the mission. I finished it twice as Air Spiker and twice as tank. In both instances the team format was 1 monk, 1 ele, 1 tank and 1 other (one time necro, one time tank, ...). --Karlos 19:52, 18 April 2006 (CDT)
 * Maybe it is just me then :P Because every time the warrior died.--Life Infusion 14:38, 19 April 2006 (CDT)

In my own experience Titans are more resist to Water then to air. - anon &mdash;The preceding unsigned comment was added by 220.237.86.50 (talk &bull; contribs) 11:39, 23 July 2006 (CDT).
 * This mission is actually very easily done if party members just let the NPC's die except the King, and stay out of aggro range until the King grabs all of the aggro, and focus healing on the king. I've completed this mission many times this way. &mdash; Rapta  [[image:Rapta_Icon1.gif|19px]] (talk|contribs) 12:02, 23 July 2006 (CDT)

Backdoor
You know that there are 2 routes. I always went the long way cause i think its much saver that way. So outsite of Frontier gate take an right and follow the road and take the first left before the bridge/collector that is near. The trick is that if you do a "frontal attack" you get another group of those titens once in a while. If you go trough the "backdoor" you can kill all the titan groups. The tricky part then is not to start the quest so that the king attacks. You may notice when entering trough the "backdoor" that the king will appear in the party window, however they will nog engage in the fight before they get in rader range. After killing most of the "backup" groups of titan squads you can go fight of the last, or for that matter the first, group. Take in mind that you will both enter the battlefield. It is best to keep your monk on the frontlines when you run to that group. You never know if the king might take some rapid DMG. When that group is eliminated i think the quest is done (not sure, been a while). Since there are few others that have this quest, and its even harder to find an good monk, you can ask an elementalist to be an healer. My elementalist/monk did a few good jobs with the above tactic. Never came across any "Winter" skill and there were a few deaths here and there. But nothing a good E/Mo can't fix. A set of healing prayers skills and the ele Eliteskill Ether Prodigy should be good for an long fight and some long time healing.Since the groups, if you lure right, are not that big the E/Mo should be fine on energy and can constantly heal.


 * Sounds like a viable option with heros, reason for Winter is high damage fire attacks will be cold therefore doing double damage to titans, to ease healing needs on a tank armour of frost can be used, and winter can be brough by any one willing to become second ranger Biz

Other Foes with Titan mobs
I can't remember exactly what they're called, but with each Titan mob there is one level 28 Imp-thing (apart from the level 24 Charr Lords).

I did this quest a while ago as a Tank + 3 heroes (Healer, MM and Hydromancer) and I THINK the successful sequence was Charr Lords, Imp then Titan, then Titan offspring. I don't have another toon with this quest but I've since tried with Guild-mates, ohhh 6 times, and can't do it. I'm gonna suggest the back door to them and see how that works.

In the mean-time, any comments on these Imp thingoes? Is it better to hit them first, or do the Charr Lords first? Or try some other tactic? I have four other Guild-mates who need to beat this so we can tackle the Titan Source so any and all help appreciated. Outback 03:37, 28 January 2007 (CST)


 * As in Fire Islands Spark of Titans (imps) must go first, as they cause huge ammounts of spike damage and bruning. Biz 04:42, 4 April 2007 (CDT)

Bringing 6 characters from Yaks Bend
The following statement from the "Tips" failed to work for me:

"*It is possible to use a group of 6 in this mission if you form the group in Yak's Bend. This makes the mission simpler, although you have to run to Frontier Gate from Yak's Bend. If your group fails the quest, they will be reassembled in Frontier Gate and remain intact as a group of 6."

I failed the first time and the group reverted back to 4, not 6 characters.


 * That is becouse now after some upgrades when you enter outpost whit more then the party limit, party will breake up on entering, how ever its not allways the case Biz 04:44, 4 April 2007 (CDT)