Talk:Battle of Turai's Procession

It's possible to have a group of Margonites get stuck on a shrub near the rez shrine, or against the Whisper Informant that is there. That was the case while I was helping someone through the quest, so we could take out the groups that came from the north, and then deal with the southern groups one at a time. It made the quest very easy. -- waywrong 03:26, 22 November 2006 (CST)


 * Heh, how do you "plan" for that. :) --Karlos 04:48, 27 November 2006 (CST)


 * I did this with bots, and can vouch for the walkthrough, and can also confirm what Waywrong said. The group getting stuck near the rez shrine actually made the quest much easier, because it seperated it from the horde at the waypoint ^^`` --Cereseternal 16:15, 30 November 2006 (CST)


 * This quest is brutal...I can't do it with just heroes/henches, there are just too many. :| Arshay Duskbrow 17:19, 30 November 2006 (CST)


 * Shrine Zerg ftw. Intercepting one of the groups before they all gather in a gigantic margonite gank squad really helps too.  Intercept everything you can, then take as many out as possible, rez, rinse, repeat.  Focus fire, and use LB gaze. a lot.  Take down the clerics first, and make sure you unload the damage at the same time, ie, wait for the meteor shower to be almsot finished casting before everyone else unloads.  This will make sure that you get a majority of your damage in before spell breaker/aegis spam from the cleric horde.--waywrong 22:06, 30 November 2006 (CST)

I finally did this, with all heroes/henches. Olias MMing, Tahlkora full Protection with Channeling, Zhed Earth Warder. Barrage ftw. I also had a group get stuck at the shrine, which helped a LOT. Another thing is, I was using Favorable Winds, placing the spirit back away from the main "battlefield"...after a wipe (I did most of this with all -60%, needless to say) some of the mob would attack the spirit, which would divide them as well if I rushed over quickly enough from the rez shrine. That helped a lot too. Arshay Duskbrow 05:04, 11 December 2006 (CST)
 * Finally! I got it (with max DP too, lol) with me as MM, barrgers Jin and Margrid, Goren, Kihm, Mhenlo, Sogolon, and Cynn. -- Ab.Er.Rant (msg Aberrant80) 21:14, 18 January 2007 (CST)
 * I did it with 1 MM hero, 2 E/Me tripple heat, 2 hence monk, Eve, Cynn with primary focus to AoE the casters first all together.. --Vezz 02:07, 06 Mars 2007 (EST)

Was able to do it relatively easily by following the walkthrough using all AI team. Intercepting northern group 3x leaves only 16 to deal with, and time to recover before assaulting them. Used all 4 monks, plus me healing (Paragon), and 3 elementalists. Took forever to kill the reapers and executioners with this group, but the fast damage from the fully-charged Elems took out the clerics pretty quick in most cases, which is the key part. Not too many deaths, my main only died once, rez'ed just once. Perko 02:44, 5 February 2007 (CST)

Pulled it off with heroes and henchmen. I went as a FoC spiker (Arcane Echo, FoC, Suffering, Parasitic Bond, Defile Enchantments, Awaken the Blood, Enfeebling Blood, and Sunspear Rebirth Signet) with Sousouke and Zhed Shadowhoof with identical skill sets (Searing Flames, Glowing Gaze, Liquid Flame, Meteor Shower, Rodgort's Incovation, Flare, Fire Attunment, Rez Signet) and Morghan (using the P/W Party Support build -- replacing "Shields Up" with "They're on Fire"). Brought Gehraz, Herta, Mhenlo, and Kihm for henchmen. Hit the centaurs and went off to the left (north) and dealt with those 3 groups of Margonites. Recharged and targeted a Cleric in the large group. Targeted Sousouke and Zhed on the same cleric and had both launch Meteor Shower at the same time. I simultaneously cast Suffering, followed by Arcane Echo and FoC. At that point all of the Clerics and most of the Sages were dead and we were able to cleanup the remaining Sages, Reapers, and Executioners with ease. Ran off to the north to regroup, recharge, and let the next group pack themselves in. Repeated two more times. Last group was handled the same way -- only easier. No party wipes. Sousouke died twice and was insta-rezzed both times but as far as I saw no one else even died once. Fast, clean, and remarkably easy (considering I had tried and failed a number of times using different party members and builds before). Wajones67 22:36, 14 March 2007 (CDT)

What is AoE refered to? It links to Area of Effect or Air of Enchant. It's speaking about damage, so I assumed it was Area of Effect, so I changed it, and it has since been changed back. It's certainly not refering to Air of Enchant. --Politicalmind 21:20, 28 February 2007 (CST)

Echo Mesmer + Henches
I just finished this quest with heros and henches. I had Arcane Echo, Echo (E), Lightbringer's Gaze (lvl 3), Ancestor's Visage, Energy Tap. The other 3 is up to you, I did not have time to use them.

Heroes/Henches

 * 1) Norgu (lvl 18) with the default set, I did not remember to change his skills (Ineptitude, Conjure Nightmare, Conjure Phantasm, Phantom Pain, Sympathetic Visage, Drain Enchantment, Ethereal Burden, Res)
 * 2) Goren (lvl 20) Hammer build, nothing extra
 * 3) Dunkoro (lvl 20) Healing
 * 4) Devona, Gehraz, Mhenlo, Kihm

Strategy

 * Follow the default strategy on the main page, run left, finish group #1 and work yourself clockwise around that rock with the shrine. Make sure you do not let any other spawning group joining #2 and #3 groups.


 * Always target Clerics as usual, they'll use Spell Breaker, but Lightbringer's Gaze is a skill, so you're good. If you have Arcane Echo in skill slot 1, Echo in slot 2 and Lightbringer's Gaze in slot 3, follow the regular echo build sequence: 1,2,3,1,2,1. Rinse and repeat as soon as you can. Meanwhile cast Ancestor's Visage on you (you should be surrounded with Executoners that time now), or on your tanks, and Energy Tap if you have time.


 * I died twice, but those were the only death events for my group. Not even the henches.