GuildWiki

GuildWiki has been locked down: anonymous editing and account creation are disabled. Current registered users are unaffected. Leave any comments on the Community Portal.

READ MORE

GuildWiki
Advertisement

Overview

Summary

  1. Speak to Artificer Mullenix when you are ready to defend the Eye of the North.
  2. Fight alongside the Eye's support personnel. Defend the Eye of the North from the attacking Shiverpeak Centaurs.
  3. See Artificer Mullenix for your reward.

Obtained from

Artificer Mullenix in Eye of the North (town)

Requirements

Service: Practice, Dummy

Reward

NA-icon-small Ebon Escape
  • Consumables
Powerstone of Courage

Dialogue

"[Difficulty: Master] It's a very good thing that you trained the support personnel here in the Eye of the North. The Modniir are taking advantage in the absence of our main force. As we speak their numbers march upon us. We must not give up this base. It is our only foothold in the north and our lone base of operations behind Charr battle lines. Help us defend the Eye."
Accept: "The Eye of the North must not shut. To arms!"
Reject: "Some Dwarven ale on a Krytan beach is sounding real nice right about now."

Reward Dialogue

"We are victorious! It'll be ages before those cursed Modniir think about attacking us again. I believe we can hold our own here without you. You've taught us well. Continue forth with your mission, friend, and thank you for all of your aid."

Walkthrough

The quest consists of four waves:

  • The first and second waves are Level 8 Shiverpeak Centaurs and Level 20 Modniir Beserkers in groups of approximately 10 each. After the initial two waves, snowballs will appear which will crush players - this causes instant death but no death penalty. A good tactic for avoiding both the snowballs and getting overpowered by the waves of Centaurs is to back up onto the bridge and remain there for the duration of the fights.
  • The third wave will contain foes similar to the previous but will also include Level 20 Modniir Priests and Modniir Shamans. As with most scenarios, eliminating them first will greatly reduce the time to kill off the rest of the wave.
  • The fourth wave will be smaller than the previous ones and completely made up of Level 20 Modniir Beserkers and their boss, Chieftain Windswept - the last group you have to defeat.

This quest is achievable with heroes and henchmen. Bring as much AoE damage as possible. Searing Flames, Spiteful Spirit, Splinter Weapon, Mark of Pain and especially Edge of Extinction all work wonders. The two henchmen monks should suffice for healing and protection. There are plenty of corpses available for minion masters and other corpse exploiting skills. On this note, consider taking Olias or Master of Whispers with Death Nova+Edge of Extinction.

This quest can be made much simpler by flagging heroes and henchmen at the top of the ramp. This is safely out of the way of aggro and makes it possible to use pulling techniques to take the groups on one at a time. It also keeps the group out of the range of the giant snowballs. This makes the third and fourth waves much easier to defeat, and leaves the boss character and fourth wave isolated and easier to finish.

Each wave consists of multiple groups, typically three groups: one group from the southeast, one group from the southwest, and one from the northeast. Another way to make this easy is to run to the northeast immediately. Intercept and kill the northeast group at the snow (off the ice). This will trigger the next northeast group. Intercept and kill all the northeast waves as they happen. Now circle around to the southwest. Pull the first southwest group (which is waiting for you at the ramp near the southeast group) toward the west and kill them. This will trigger the next southwest group. Intercept and kill each southwest wave as they spawn on the snow in the soutwest. Then only the southeast groups are left. Take out each southeast group (wave) as they happen. The last wave from the southeast seems to have two groups, including the boss. Run away and let them split up to their two groups, and take out one group at a time.

Notes

The centaurs all have the Monster skill Trample, which causes annoying knockdowns. Ward of Stability and other skills that prevent knockdown can be very useful here.

Advertisement