User:Queen Schmuck/HOW-TO/Dunes of Despair - Bonding for Bonus

HOW-TO Bond for Bonus at Dunes of Despair
I added some information under Bonus option #2 on the mission page. I have tested this many times, helping many people get bonus for this mission, and it works very good. The only problems you may encounter (as the bonding monk) are:
 * Arcanists that turn aggro to you as you cast Healing Seed
 * Mending and Watchful Spirit on yourself negates most of the damage potential, and they are usually easy to shake off of aggro
 * The necro boss spawning to attack the Ghostly Hero
 * The extra damage from Deathly Chill, along with health degeneration, will require more healing to keep the Ghost alive

From my experience (+25 times bonding the Ghost), when the party is using a human bonding monk on the Ghost (me), the only problem in killing the bosses in under 5 minutes is, to be blunt, party organization. As in people yelling "Wurms are the bonus!" and not helping the party heading to the bosses, or "Leave the area to the east, it's faster." only to be wiped by scarabs. LOL, one particular person I remember, after 2 attack party wipes (with Ghost at near 100% HP at 10 minutes), decided henchmen would work better for him, and they killed the bosses in the south in under 4 minutes, with only 1 or 2 deaths. The people I have helped that had 3 heroes and 1 hench haven't had any problems either.

EDIT: Skills used (in case they disappear from main page):

If anyone needs or wants to see how to keep the Ghost alive for bonus (and high possibility of mission too), contact me in game (Character names on my user page). I will be happy to show or help, if I am not currently doing something else when you ask. Queen Schmuck 15:05, 14 February 2007 (CST)


 * I've helped well over 60 parties get bonus on this mission now. Once at the alter, I can easily solo bond keep the ghost alive the full 10 minutes 90% of the time.  3% of the time, an Enchanted X will get aggro on me while casting Healing Seed, which usually happens if you go to cast HS just as the Enchanteds come to attack ghost (not locked on him yet).  2% of the time the Elementalist boss will spawn by ghost and get aggro on me (usually easy to kite from it though).  The other 5% of the time I can't live full 10 minutes is when the Mesmer boss spawns to ghost location, and gets aggro on me.  That boss will track me to the end of the world if I were to keep running (ooh, lookie at all that energy for energy burn/feast!).  All above percentages are from seat of the pants and not actual figures, but I feel they are realistic.


 * During this time, I have found it better to use Vital Blessing instead of Succor on the Ghostly Hero, as the +211 HP he gets from VB is more than the +1 HP regen Succor gives him while HS recharges (25 sec recharge + 2 sec cast = +54 HP from Succor vs. additional 211 HP from VB). As a bonus, you can also cast Vital Blessing on yourself, which will more than make up for using more than one superior rune at same time (say, you have Superior Divine on other than +1 Divine head armor, which is the way I do it).

Best skills I have found to use to bond ghost

 * The attribute points I use are 9 +1 +3 Healing, 12 +1 +3 Protection, 9 +1 +3 Divine. I switch out head armor to the attribute I need to cast my next spell.  At 13 Divine, you will get +21 energy every time you use Blessed Signet, which allows you to have 9 maintained enchantments up while nothing is attacking the party (you get more energy from Blessed Signet than the 20 energy you lose from net -5 energy regen between uses).  You could get away with not using a Divine +1 head armor (and putting Superior Divine on other armor piece), but you have to be very quick to used Blessed Signet as soon as it is recharged, or you lose energy (if nothing is attacking anyone with Life Bond on them).

Notes for Bonding Monk

 * This build with Balthazar's Spirit along with Vital Blessing, Mending, and Watchful Spirit on yourself, allows for nearly worry-free killing (by wand between Healing Seed casts) of any Forgotten Cursebearers that may spawn (if they spawn, there will be 3, and they help kill themselves by casting Order of the Vampire). Once you kill the first Cursebearer, the next one will come to that spot via Consume Corpse, allowing you to kill all three from the relative safety of the walkway by the bridge (first Cursebearer uses Consume Corpse on Enemy Ghostly Hero corpse, bringing him closer to you).  Killing the Cursebearers significantly reduces the damage dealt to the Ghostly Hero (bonds do not affect life stealing skills), so this is highly advised, but not necessarily a must do.  Attacking Byssha Hisst (necro boss) if he spawns by the ghost is not suggested, as it is pointless as he will heal faster than you can damage him (natural boss healing along with Life Siphon).  Byssha Hisst will cause the Ghostly Hero to take much more damage, so if he is around your only option is to heal him every time and as soon as Healing Seed recharges.


 * Since I and not making money for doing this (though I do accept tips, but I never ask for any), I want to make sure the party gets to the alter with 0% DP, since I will (but don't like to) help a group more than once (IE, they wipe getting to bonus area). By casting Life Barrier, Life Bond, and Watchful Spirit on the ghost, Balthazar's Spirit on myself, and then Life Bond on entire party (sometimes switch low armor level ppl to Life Barrier), I can keep entire party bonded up to the alter with -9 energy regen, and never lose any bonds due to Blessed Signet.  Life Barrier on the ghost before the alter is not really needed, and could be dropped in favor of another maintained skill used before alter (I suggest VB cast on yourself, more HP seems to mean much less chance of aggro on you).

Skip Cut Scene

 * It is highly suggested that the entire party skips the cutscene, to keep you from losing energy if the cutscene lasts it's entire duration (and likely dropping of enchantments).


 * If you feel you must watch the cutscene, press SKIP once you see a wurm growl at the camera (very close to end). The best option if you haven't seen the cutscene, and wish to, is to watch it after you finish getting bonus.  Bring heroes/henchmen along for new mission and watch it then, as they don't mind waiting for the cutscene to end, and won't be losing energy and possibly maintained enchantments.  After you watch the cutscene, you can then quit mission.

Capture the Alter, let Bonding Monk do it

 * It is highly suggested that the bonding monk take control of the Ghostly Hero once the gate to the alter has been opened, or at least before he takes the alter. This allows the bonus boss attacking party to go to the south bridge after killing the Enemy Ghostly Hero.  Once they are there, they can try to range attack first bonus boss (if possible).  Once first bonus boss is dead, or can't be killed from ledge by bridge, the attacking party can signal the bonding monk to have the ghost take the alter.  This helps in 3 ways:
 * 1. It allows the bonding monk to switch, at leisure, the bonds from the entire party to just the Ghostly Hero (along with casting enchantments on him/her self).
 * 2. It allows the attacking party to be next to the south bridge when it comes down, giving them about 30 seconds more time to kill bonus bosses (I've seen parties need between 2:30 min and 9:50 min to get bonus).
 * 3. It keeps the Siege Wurms from ever getting aggro on the Ghostly Hero, which significantly reduces the damage to him.

Cutscene BUG

 * There appears to be a "bug" in this mission during the cutscene (maybe all cutscenes, never tested it during others). Life Barrier and Life Bond maintained through the cutscene are MUCH LESS effective than if you drop them and recast them after the cutscene.  I have seen this many times, so it isn't just a fluke.  Just before or just after the cutscene, drop the Life Barrier/Bond bonds on the ghost, and recast them as energy allows, with Life Barrier always being cast first (to make sure you take 0 damage from all attacks to ghost).  One possibility is that GuildWars "reapplies" the bonds with the current Prot Prayers level you are at when the cutscene ends.  Since I usually have my Divine Favor +1 head armor on at this time, this means my Prot level would be 12.

Slow Totem

 * This is not needed by the bonding monk, but if bonding monk is not experianced with kiting, it can help. If you decide to get it, do not ask bonding monk to carry it (loss of energy from weapons = much higher chance of losing bonds from zero energy).  If the party decides to get the slow totem, do so, as it helps when killing the kiting bosses (along with every other kiting thing too).  The best party member to carry the totem is someone who fights in melee.  Casters and ranged attackers will (hopefully) not get close enough to mobs to use the totem with any great effect.  Melee fighters, by nature, do.

Get a Healing Monk, you will need it!

 * I have seen many people question the need for a second monk in the group. You will need a healing monk in the attacking party.  No party I have tried to help has succeeded with bonus if they did not have a healing monk with them.  Take a healing monk with the attacking party, be it human/hero/hench.  If you don't, you are wasting your party's time.

Notes for healing monks in this bonus

 * 1. The healing monk should be just that, along with a condition removal.  This means, no smiting/fire/blood/etc. monking, just max healing points, then put most of the rest into Divine, and the remainder into Prot (for condition removal).  Seriously, don't try to do damage.  In fact, don't even attack (less chance of aggro/daze on you)!
 * 2. Do not depend on Heal Other and Healing Breeze as your only healing skills. Laugh if you want, but I have seen too many "healing" monks have only these 2 healing skills (they are same monks that also try to use their precious energy to deal damage).  Bring many 5 energy skills, and try not to bring any 10 energy ones.  Light of Deliverance is a great replacement for Heal Party, if you have capped it in Nightfall (easy cap btw).  If you do not have NF, use Word of Healing, as it has been buffed by a recent update, and people will be below 50% health when you hit Jade Scarabs.  If you do not have monk elite Healing skills, fill the bar with various 5 energy heals.  Healing touch is a great self heal.
 * 3. Do not bring an enchantment heavy build. In fact, bring few if any.  The Jade Scarabs eat enchantments for lunch, and keep asking for more.  In fact, using enchantments around jades is just asking for someone in your party to get poisoned (Chilblains/Plague Touch), along with losing the enchantment you just put on them.
 * 4. Bring a hex removal or two. I suggest changing to Me secondary and putting 3 points into level 2 Inspiration, then bring Inspired and Revealed Hex.

I'd also suggest putting points into inspiration magic or another good energy management tree--Devils Apprentice 23:37, 2 April 2007 (CDT)

Notes for entire attacking party

 * 1. Everyone needs to bring a rez sig (or Sunspear Rebirth Sig). Don't bring rez spells, as they are too slow.  You need your full attacking party alive to to kill the bonus bosses in a reasonable amount of time, and specifically, to not fail.  Since you will be killing 4 bosses to get bonus (1 + 3 bonus bosses), the signets will recharge often.
 * 2. Kill the Enemy Ghostly Hero at the alter before heading to the south bridge. Seriously, I have had people expect me to kill him!  LOL, nope, not happening.  Attacking party needs to kill the enemy ghostly hero.  If the bonding monk gets close enough for the friendly Ghostly hero to attack the enemy Ghost, the bonding monk will be the one attacked.
 * 3. Listen to and follow orders of what the Bonding Monk says to do, up until you leave the south bridge after the alter. Once you leave the south bridge, the bonding monk pretty much has no more say in what you do (besides general idea to kill 3 bosses in south fort), but up to that point the bonding monk is in charge.  If the bonding monk doesn't know what they are doing, you will fail anyway, so always believe they do know what they are doing.
 * 4. Jade Scarabs are the party's #1 threat. Repeating, Jade Scarabs are the party's #1 threat.  Kill them when they pop up, switching targets to them ASAP.
 * 5. Have one person call targets. Everyone attack the same called target (hit "T" to switch to that target).  Yeah, this is a simple and very general rule of how to win, but it is rarely used in PUGs.

Notes for Dervish

 * 1. DO NOT REMOVE LIFE BOND if it is cast on you. Geesh, some people see that enchantment as a free Twin Moon Sweep opportunity!  If you remove Life Bond from yourself, do not cry later if the bonding monk refuses put it back on you (which they shouldn't, as you'll just remove it again).
 * 2. See Dervish Note #1.
 * 3. If you made it to #3, you should read how Life Bond on you is good, and then re-read your attack skill descriptions. Go back to Dervish Note #1.
 * 4. If you make it to this note, please do not enter party when bonding monks are present. Ever.  You will experience many Rage Quit episodes until you understand Dervish Note #3, and then Dervish Note #1.


 * If your build relies on heavy enchantment removal (Mystic Sandstorm, Winds of Disenchantment, etc.) and Life Bond is thus likely to get removed anyway, don't assume the above advice doesn't apply to you. Let the bonder know in advance what skills you have equipped so they know not to waste their energy on you. Or just change your build to something more enchantment-friendly. --Bonjela 12:56, 3 April 2007 (CDT)

HOW-TO fail bonus

 * As I said before, as a Bonding for Bonus bonding monk, I have helped over 60 groups get bonus at the Dunes now. I have helped at that mission many many more times, guessing around 100.  Yes, people often fail bonus here, and it is always one of the below things that wipes them, in order of how parties fail:
 * 1. No healing monk in attacking party. From what I have seen, this is a guarenteed way to fail.  Period.
 * 2. One or two party members going their own way (and usually wrong way), thinking they don't need to help the attacking party group.
 * 3. Parties that do not coordinate their attacks.
 * 4. A Healing Monk that thinks they should do damage with spells/signets, therefore not being a good healing monk (or being distracted/busy with damage spells).
 * 5. Leechers. Sadly, this does happen.  I specifically remember one time when a party member said they would be AFK for dinner for awhile, then, after attacking party wiped, I said in party chat, "Well, no chance of Bonus now." and the "AFK" leecher instantly left mission.  If you suspect a leecher (person not moving from starting area, or not attacking/casting spells while in combat), have entire party suicide (leaving only leecher alive), all resign, or just quit.  You are better off this way.  Not only will you -not- help leecher get bonus, once mission is restarted with full active party members, you will also have a much higher chance of success.

Hope this helps

 * Dunes of Despair. Fitting mission name considering how many people thank me many times for helping them with group chat of "TY TY TY!  I finally get bonus!  This is the last one I need for Prot of Tyria and I have been trying for 2 weeks to get it!".  One person even gave me a 10k tip!


 * This page is huge, and mostly because of me. I hope this HOW-TO helps any aspiring Bonding Monks, along with helping people that won't be bonding the ghost to know what is going on ahead of time if entering a Bonding for Bonus group at the Dunes of Despair.


 * The preceding novel has been written for you by Queen Schmuck 02:24, 26 March 2007 (CDT)

Question

 * How do you (or can you) reliably get the ghost hero to park on the alter in such a way that the attacking arcanists do not have line of sight to the hero with thier projectiles? I've had this happen a few times while bonding and would like to repeat it.  I think it may have to deal with the position of the corpse of the enemy hero and maybe the approach path the bonder takes to the alter?  Markh 10:45, 30 April 2007 (CDT)