Talk:Consulate Docks (mission)

bonus
If you kill a group of field marshals before you get the bonus, it will show as "2 of 3 groups remaining". Then when you get the bonus, it will reset and show as "3 of 3 groups remaining". Obviously you can't kill the group that is already dead, but when you kill the 2nd group, it knows you already killed one and shows "1 of 3 groups remaining". Thought I would say it because I considered restarting because I thought I'd messed the bonus up, but I got carried on and got it anyway. --Carth 20:59, 28 October 2006 (CDT)

Difficulty
I found this mission surprisingly difficult. I entered it with a character, 3 heroes & 4 hench, all level 15. If you're in the same boat as me, expect to fight level 22+ bosses who deal 400 damage with meteors, and one particular dervish boss who takes a solid 5 minutes to wear down & kill. Interrupts are handy for the dervish, and solid nuking is particularly handy for the phalanxes of level 20 rangers with whirling defense. I succeeded with two hero healers (One heal, one life bonder) & a hench healer. Also, a side note: did anyone else have suspicions that the sunspear warcry effect (Sets minimum life to 600, armor to 80) wasn't working? My life was 490 throughout. Craw 11:31, 2 November 2006 (CST)
 * I hear you. Luckily I first completed the game on my SS necromancer, rather than any other character.  If I hadn't I would have been COMPLETELY turned off to this game because of Captain Mwende (who seems to appear twice in the mission).  I can't get past him playing any build other than SS.
 * Huh, I didn't have any problem with it as a Warrior. I even had heroes that were their beginning level (Dunkoro or whatever the monk is that you're required to take with you).  --Rainith 16:08, 2 November 2006 (CST)
 * I don't have a problem until Mr. Mwende. After that, he just slaughters all of my allies/henchmen/heroes

I always get to the final group with Mwendae and his elite gaurds and for some reason i always die... his spike dmg owns the party.
 * I find that for that battle, what I wound up doing with dervish is just use the command to stick my healers behind a wall, just out of reach, and if necessary, just keep pounding away at Mwende. Res, attack, die.  Res, attack, die.  Whatever the case, my survivor is not going anywhere near that mission for a good while. Craw 09:21, 4 November 2006 (CST)

I managed to have myself and three Heroes at L20 by the time I reached Consulate Docks. I had heard it was a hard mission so I was prepared for a bad experience on my first run through. But...All I can say is...Gee. I was actually expecting more out of this mission. When it suddenly ended after the last group of enemies, I thought, "What? But I haven't even covered half the map yet!" Oh well, the assault was fun while it lasted...I'll grant one thing, it is complete and utter chaos 95% of the time, and that makes it a bit difficult for, say, human monks or such. Nevertheless this mission was a walk in the park the first time around - didn't even have a single death...And, to make matters worse, I had Olias casting Rotting Flesh, without knowing that it would be cruelly backfired on me by Armor of Sanctity (I think)! Luckily, Tahlkora was set up as an extreme RC Prot monk, and Dunkoro had GoLE + Heal Party. Hooray for Heroes. Myself, I was playing D/W Tactics scythe, keeping up "Watch Yourself!", "Shields Up!", and such. Henchmen was composed entirely of healers and frontliners, I had no party support casters. A couple times I nearly got spiked by 10 Precision Shots at once, but Dunkoro's WoH saved me.

Then I got to Captain Mwende, bless his soul. Fireball - 200 AoE to 70AL, I can't think what it must have been for poor Dunkoro! And Meteor too! Somehow, though, I managed to persevere and no one died...quite a battle though, he is even harder than some of the Mursaat bosses. In the end, though, the Sunspears carried the day and were sadly pwn't by two Blades of Corruption and a...thing. I don't know my demons too well, but I could've beat 'em, I think.

By the way, the "Tips" section is rather subjective and should be removed, I followed nearly none of those and I have a feeling they'd do more harm than good. Except for "Shields Up!", of course. Oh, and taking Wild Blow and similar attacking moves is nice also. Entropy 04:16, 24 January 2007 (CST)

I heard nothing about this mission ahead of time, and played it with my Istani native (a really bad smiting/spear Mo/P build unsing only the skills given to you or bought with hero skill points). I don't remember my level... probably around 17. I had only three heroes and myself... no henchies, no other player characters. I think i did die early one (died or restarted once I was the number of foes with siege) (and I claim it's easy)... but went back in once I knew it was utter chaos. Maybe changed one hero, but no build tweaking. Second time I just did a little less blind rushing, and it was no problem. I think the biggest issue, much more damaging than the bosses or siege, is to have meele and ranged attackers. You get decimated against the tightly packed R's with their Whirling Defence. An Animate Bone Fiend minion master will just make matters worse (unless you are able to cancel stances on multiple foes, or bring no meele characters at all). At the same time, bring Whirling Defence if you are part ranger, and stand inside groups of archers. I haven't used that technique here, but it decimates them on Venta Cemetery (Mission). --Mooseyfate 17:05, 2 March 2007 (CST)

Sunspear Battle Call
Sunspear Battle Call: Increases minimum Health to 600 and minimum armor to 80

This does not work for me. Can someone confirm it as a bug? Poke 14:33, 20 November 2006 (CST)
 * It is indeed glitched, be sure to send in a support ticket from NCSoft.com :) Other than that, all I can say is..oh well. - [[image:nex.jpg]]19:10, 20 November 2006 (CST)

It now says that it increases your health to that of a level 20, and more importantly, it works now. Kessel 03:46, 23 November 2006 (CST)

MM if you fail this mission
I dont know whether it's a glitch or not, but when I failed this mission I discovered that the missions to cantha and tyria were mysteriously available. Should you find this mission difficult and providing it's not a glitch, an idea to complete this mission would be to do as I did and go to tyria and grab olias. Give him level 16 death magic and fill the rest up on soul reaping. Make him a pure MM with both blood of the master and veratas sacrifice, then put a few Minion raising spells. Fortunately I already had flesh golem too but it's not at all essential. Either way, the second time I tried this mission it was complete railroad, we must have completed this within 5 minutes flat.Faction 11:11, 21 November 2006 (CST)
 * A tip on MMing this mission, fiends are not a very good idea, as they trigger the whirling defense from the bowmen a lot. Try using melee minions, or if you want fiends, make sure your monk/meleers know before hand.  Or your party assassin might see Whirling Defense x34 on his damage monitor, and then, dead.  On a side note, does this mission remind anyone a lot of Dynasty Warriors? --waywrong 01:21, 25 November 2006 (CST)
 * You are in fact allowed to take the quests to Tyria and Cantha once you finish the quest The Time is Nigh, not after you finish this mission. So no glitch. Kessel 02:30, 25 November 2006 (CST)

Kormir's Strategy Class: Failed.
The mission is a sort of a farce. Seriously, who attacks a fortress with... 20-30 soldiers? Given the numbers of people who came from Tyria and Cantha, Gandara would have been overran and pillaged in no-time. I know that's Guild Wars, but it gets annoying sometimes. It might not be about realism, but even common sense advises that in case of such desperate maneuver it's 'you do it or die', so you can use all of your resources. There's A LOT of ridiculous things like that in Guild Wars, for example Gate of Madness where there's enough people to actually outnumber Abaddon's forces. Quite ironic to me. Anyway, end of rant. It's GW after all and the party size is eight. - Lavvaran 17:14, 1 December 2006 (CST)

It's still better then some battles in the other two campaigns, 8 people against an army of Titans and an Undead Lord, 20 people againts an army of Afflicted and a construct of a divine being.The Hobo 06:45, 18 December 2006 (CST)
 * Maybe in an upcoming installment, as part of making the game play tougher, they'll expand the party sizes to 12 or more so that we can really start having some fun PvE battles &#124;&#124; Cobalt2020 of Iron Myth &#124;&#124; 19:38, 16 January 2007 (CST)

What I love is how your entire "army" is destroyed by 3 easy-to-kill demons. 24.11.175.161 15:40, 15 January 2007 (CST)
 * I don't think they will redo the 12 peoples group. Bigger party often mean longer to find a complete one, sadly.&mdash; ├ A ratak ┤  19:46, 16 January 2007 (CST)
 * But we have heroes now. Get four people in a group, each brings three heroes, you've got twelve right there. Plus, since they aren’t raising the lvl20 cap, they've got to keep making the game harder for GW veterans, so why not increase the size of the battles.  Seems to me to be the next logical thing. &#124;&#124; Cobalt2020 of Iron Myth &#124;&#124; 19:52, 16 January 2007 (CST)
 * I'm surprised to see even mention of raising level cap on Wiki. If you really understand the game, you'd know a level cap raise would be impracticle.  The larger teams claim does have merit though.  But a larger team doesn't mean a greater challenge.  Raise NPC levels, add NPC's, give NPC's two additional randomly generated skills... all of these things add challenge for veterans.  Just raising your team number and raising the enemies team number is kind of a wash.  Lavvaran is right about it being silly, but it never really bothered me.  If it puts your mind at ease, just look at all the boats (though there probably should be many many more), and figure that you and the group you meet up with are the only two boats that even made it far enough to dock.  I'm not really trying to defend it, just offering a senario for you to imagine that may bother you less. --Mooseyfate 17:14, 2 March 2007 (CST)

Changed Standard/Expert table
Based on my experiences this morning, I changed the table to reflect that if you kill one group of Korunun Field Marshalls, you still get merely standard. I found this out by accidentally doing that this morning. 1 group is standard, 3 groups is masters. I'm assuming 2 groups is expert. ScionOfErixalimar 14:18, 26 January 2007 (CST)

God of War
This level reminded me tons of the atmosphere of [God of War] where you running through Athens under siege. There are lots of differences, but the mood the level set created surprisingly simular feeling to me. --Mooseyfate 17:17, 2 March 2007 (CST)

Pre-requisites
Are there any definite requirements before being allowed to do this mission? I was kicking around some thoughts on how low a level could get to the mainland. I figured it's probably necessary to have done the Diggings and Blacktide Den missions, but what happens if you they get taxi-ed into Consulate Docks before following the remaining primary quests, can the docks mission be entered then? --BramStoker 11:06, 7 April 2007 (CDT)


 * You can enter the outpost at any time if you get ferried, but Raidmarshal Mehdara will not offer the option to enter the mission until you have completed The Time is Nigh. He will also refuse entry if someone else attempts to ferry you through the mission.
 * Adding up the rewards for all the primary quests, assuming you only get Standard reward for the three missions, and assuming you get 0 experience from kills (which would be quite difficult), you must be at least level 6 before you can access this mission. Adding in kill XP and the 1,000 XP from completing the mission, the lowest possible level you can be on the mainland is probably level 8.  &mdash;Dr Ishmael [[Image:Diablo_the_chicken.gif]] (talk|contribs) 12:50, 7 April 2007 (CDT)


 * Not to mention you'd have to try really hard not to get master's on the first mission. &mdash;Khudzlin 20:37, 26 April 2007 (CDT)