Dunes of Despair (mission)

There is little to this one except for continue along the path, though try your hardest to avoid the Siege Wurms which are shown quite obviously on some high rises, with a massive range, a huge amount of health, AoE damage, and really no reason to fight em. Continue along the path all the way to the west wall where you'll turn south, probably after meeting your third wurm or so and a few of the centaur patrols. Head down here and there is sort of a choice of areas to go, east or west, east is the mission, west leads to a temple with a slowing totem you can pick up, I never took note of exactly what it does, though I imagine it would slow your opponents, so fight the group there and bring it with you back over to the east.

Here is a keep with a draw bridge before you, kill the boss nearby, the groups of archers, and then let the ghostly hero open the bridge, dropping the totem right near the middle and backing your group up to stay on your side. All of the Enchanteds will run out to meet you in small waves, shouldn't be hard to crush em as long as you remain in your position, and after about 6 of these small groups of 3 or 4, head in to fight the lone ghost now on its altar, kill him because he isn't hard, remembering to bring the totem in with you, and place it just infront of the altar.

Now you must defend the ghostly hero for 10 minutes while he does his stupid little spell, and as a bonus you need to defeat the three captains of the Forgotten, in their respective areas East, South, and West. However, I wouldn't suggest it, as right now the extra 1,000 experience won't make much of a dent, and unfortunately all of those areas are lined with two Siege Wurms who are able to assault you on the altar if you aggro them, so everyone remain in one position. The bulk of what is coming are Forgotten Arcanists and their type, so warriors may have to sit this one out a bit, if you run up about halfway to em, you'll get the wurms which can kill groups if they have more than two.

If you choose to kill the bosses, make the first sweep of an area and then at about 7:30 charge headlong into one altogether, and quickly eliminate the boss, shouldn't be too hard, I'd start with East just for the purposes of this discussion. Though, now you'll need to race to sweep back the groups, move out and head south, this will aggro the wurms but you can kill the group attempting to move up, and then turn to the west to kill the next group and run into that boss' area, this should deaggro the other sets of wurms and eliminate all opposition to the ghostly hero. Obviously when this is done, turns south.

Basic premise of this battle is to stick together and try to avoid getting hit by the Wurms, I've heard talk of them aggroing at certain times, some who didn't get any, though from what I've seen of doing it a second time with a friend, they have the similar radial aggro to any other monster. Staying your ground in this maps and winning is incredibly easy, really if you fail, don't return to outpost with that same group, there should be no reason anyone should die.