PrimaryNote: The king must stay alive, otherwise you lose the mission. Make sure that the healers in your party give precedence to healing him. This mission is the only way to get to the Ring of Fire Islands, where the skill trainer with all non-elite Prophecies skills, Dakk, can be found, and where many elite skills can be captured. This means that it is important for any player seeking to unlock skills to complete this mission. Unfortunately, it also means that there are many players being run to this mission directly from Beacon's Perch through Droknar's Forge. These players do not have infused armor and do not know about it. Make sure to confirm all your party members are infused, or they will melt before the Mursaat.
PreparationLack of teamwork is the primary cause of failure on this mission. Make the following decisions before heading out:
Determine which party member will talk to King Jalis Ironhammer at the start of the mission. The king will follow whomever first talks to him, but will run into the fray if he gets too close to an enemy. To increase the king's survivability, a caster should talk to him and try to stay out of the frontlines. Later, when the king opens the gates to the keep, he will start following whomever is closest to him when the gates open. Everyone but the king's babysitter should stay away from him at this time.
Agree on the defensive strategy to be used during the siege of the keep (see below).
Decide who will lead the party and call targets.
This mission has lots of Summit Giant Herders and Giants that can knock you down. Warriors should carry skills such as Balanced Stance. Remember that Giant Stomp is a skill (but not a spell) that can be interrupted. As a general guideline, consider bringing at least one dedicated interrupter; well-placed interruptions will considerably ease the difficulty of defending the fort during the siege.
Here are some additional tips on party formation: Bring at least one warrior who can soak up damage and keep the enemy warriors (especially the Jade Armors) busy.
Bring three to four ranged offensive units (spellcasters or rangers). They will be the primary damage-dealers.
Trappers are very effective in defending the fort during the siege. Traps at the two entrances hinder the enemy's movement, which also helps the tanks keep aggro. Placing traps on the bridge above the gates will still hit anything attempting to enter, while also keeping the ranger somewhat shielded from direct melee attacks.
Shutdown Mesmers and mesmers with degenerative and interrupting skills are very useful against Mursaat spellcasters. Interrupt the Chain Lightning of Mursaat Elementalists, and divert the Orisons of Healing of Mursaat Monks. Keep an eye out for Mark of Protection and shatter them. Shatter Hex on your hexed tanks can also be immensely effective, because of the preponderance of enemy mesmers and necromancers.
Minion Masters are useful in the first part of this mission, but are less useful during the siege, as Jade Armors and Bows do not leave exploitable corpses. Corpses will be available, but fewer than in the earlier parts.
Reaching City GatesThe first portion of this mission is very manageable if care is taken not to aggro multiple groups at once. Begin by speaking to King Jalis Ironhammer to have him follow your party (point A).
You will first encounter a group of three Stone Summit Beastmasters patrolling directly ahead of where you enter the mission. Kill them and then head up to the right. Circle counter-clockwise around the peak, and attack the Ice Golems standing atop it; this will avoid having to fight the Stone Summit on the left rear side of the peak while Ice Golems are firing down on you. Kill the Stone Summit group next and then head across the bridge. At the other end of this bridge is a stationary group. A second group patrols the ridge behind this group, and is usually heading towards the first group when the party approaches. As it is not advisable to take on both groups at once, you have two choices: wait until the patrolling group comes down, turns around and heads back up the hill, or use someone to quickly pull the stationary group out onto the bridge to handle them there. The bridge itself provides a narrow choke point, so is an excellent place for rangers to lay traps. A random boss will spawn on the ridge too, providing an elite skill.
The path from the ridge leads down to the front gates of the city.
Clearing City and FortHere is the first objective: clear out the eight groups of foes in the city. As with the previous section, this part is not difficult if the party is careful not to aggro multiple groups.
After completing this objective, lead the king to the right-hand side of the wall (point B). There is a gate here—lead him to it and he will open it for you. However, be careful with the king: he will start following whomever is closest to him when the gates open.
Three groups reside in various parts of the area behind the wall: one on the far battlements, one in the center and one coming down off the hill on the far side. If you time this right without charging in, you should only have to fight one group at a time. If the party has a sufficient number of ranged attackers, they can attack these groups from below the wall. Often, the enemies here will not stand close enough to the battlements to return fire, making it very easy to eliminate them. Either way, once you've cleared out this area, head up the path on the far side.
From here, the path leads around to the right, and into the fort. Again, take your time. There are several groups containing Stone Summit Gnashers, who will attempt to use any corpses to create minions. A good counter-strategy for a Necromancer is to quickly cast Well of Blood when a body drops, even if the party doesn't need it, as it can be cast quicker than the Gnashers' Animate Bone Fiend spell. All these groups are stationary and should be taken out one at a time.
Note: There is a small promontory at the top of a hill before encountering the Stone Summit Gnashers. A player with a Longbow or Flatbow standing here can sometimes shoot Dagnar Stonepate and lure him from the courtyard back to the party, where he can be easily killed. This makes clearing out the fort a bit easier.
Once you reach the east wall of the fort (where the two ballistae are), descend the steps to the courtyard, and hug the east wall. Leave Dagnar (for now) and instead wipe out the east stationary group. Go up the other stairs on this side and kill the remaining groups, one at a time, until the fort is clear; this completes the second objective. Then, fire the west wall's ballista at the group of giants foolishly standing out there; otherwise, you'll have to fight them later. During all of this, the party member the king is following should make a special effort to stay far enough away from the fighting, as he has a tendency to run into the middle of the melee. Finally, kill Dagnar.
Holding the FortDuring the cut scene Vizier Khilbron appears and summons a few Smoke Phantoms to aid you (five: two on one fort entrance and three on the other) and the king settles down onto his throne, leaving the fighting to you. You must now defend the fort against numerous random groups of Enslaved Frost Giants, White Mantle, Mursaat and Jade Bows/Jade Armors.
The siege consists of three phases. During the first phase, the waves consist of Stone Summit Dwarves and Enslaved Frost Giants, and includes one of six golem and Stone Summit Dwarf bosses. During the second phase, the waves consist of Mursaat and jade constructs, as well as one Mursaat or jade construct boss. During the third phase, the waves consist of White Mantle members, there is no boss during this wave, but the final wave is a large group including Confessor Dorian.
Make sure that the east and west walls are each manned by a party member, preferably a Ranger or caster. These players have three tasks:
Watch their side of the wall and warn the party when the enemy groups start their approach.
Operate the ballistae as needed. The attacking forces will often pause in a ballista's target area, and can be killed or weakened before they get near the fort.
Use their ranged attacks as the enemies get within range.
Tip: This is optional with Strategy B because enemies have the time to regain all health before fighting the party.
There are three common strategies for holding the fort: Strategy A: Guarding the Gates
The rest of the party should split into two groups, one guarding each gate. Ideally, a Monk will be in each of these groups, providing healing and maintained enchantments, also he could fire the siege weapons when the enemies walk to the portal doing huge damage even before they get to the gate. Heal the phantoms as well, if possible. As tempting as it may be, don't stray too far from the fort to attack a group that has stopped outside. If you become too divided, the enemies will overwhelm you.
The enemy groups will usually assault alternating sides, but not always. If one side is starting to get overwhelmed, the group covering the other side should be able to run over there to support them and have time to get back. If both sides are having problems, the groups should retreat to the center of the fort and continue fighting together. Warriors should consider using a movement speed boosting skill. This allows them to run quickly from one side of the courtyard to the other as needed.
The most challenging group is the one led by the Mursaat Boss, flanked with Jade Armor/Bows. This mob requires a significant amount of damage to defeat; unless everyone is attacking in unison, the Mursaat will stack up and overpower your group. It is recommended to leave the boss last as taking him down is much slower than killing the weaker enemies around him. Make sure no Mursaat or Jade break through to King Ironhammer: he doesn't have infused armor and will die quickly if they attack him.
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"Gentlemen, no fighting please. This is, after all, a council of war." - Lord Havelock Vetinari Patrician of Ankh-Morpork (JINGO)