Jennur's Horde

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This is a mission entry. For information on the corresponding mission outpost, see Jennur's Horde (outpost).

Jennur's Horde
Campaign Nightfall
Region Vabbi
Type Cooperative
Party size 8
Required hero Koss
Duration Medium
Preceded by Heart or Mind: Garden in Danger
Followed by Crossing the Desolation
Jennur's Horde is a mission which represents a branch in the storyline. Only one of either this mission or, the other view of the story, Nundu Bay needs to be completed.

Contents

[edit] Mission information

[edit] Requirements

Koss must be in your party to enter this mission.

[edit] Objectives

Defeat the Harbinger of Nightfall before it summons enough demons to destroy Seborhin.

  • Protect the spirits of Seborhin from the onslaught of torment demons.
  • The Light of Seborhin is the only thing that can harm the harbingers. Drop the Light of Seborhin when you are close enough to an enemy to release its energy.
  • Horticulturist Hinon must survive.
  • Bonus Defeat the additional Harbingers.

[edit] Reward

In this mission, the rewards are based on whether you defeat any of the additional Harbingers.

Reward Harbingers defeated
Standard 0
Expert 1
Master 2

[edit] Walkthrough

Once everyone loads in, proceed around the planter and wait for Hinon to create a Light of Seborhin. These are the only items that can be used to defeat the numerous Harbingers including the final Harbinger of Nightfall. Down the initial corridor await three Harbingers. Two lie in the center of the corridor and the third at the top of the stairs at the end. To defeat them, a player must drop a Light of Seborhin in the area of the Harbinger. The Harbinger, when defeated, is then replaced by a Spirit of Seborhin which then will spawn more Light of Seborhin bundles.

Every two minutes, a group of Margonites will spawn at the location of the Harbinger of Nightfall and proceed west. As more Harbingers are defeated, these groups will become larger and thus more deadly. The bonus Harbringers are excluded from this rule.

It is only necessary to kill the Harbinger of Nightfall to complete the mission. The bonus will also be awarded if both bonus Harbingers are killed, regardless of how many of the other five were also taken down. Since Harbingers will only pursue players for a short distance before returning to their posts, it is not uncommon to leave some or even most of the normal harbingers alive to keep the spawn group size smaller.

The composition of spawned groups depends on the number of defeated Harbingers as follows:

Harbingers Killed Dervish Elementalist Mesmer Monk Necromancer Paragon Ranger Warrior
0-1 Yes Yes Yes No No No No Yes
2-3 Yes Yes No Yes Yes No No Yes
4-5 Yes No Yes Yes Yes Yes Yes No

At the base of the stairs is a static group of Margonites, of random composition. At the top of the stairs is a large room in which lurk two more static Margonite groups. Once defeated, the static groups do not return. None of the static groups are particularly challenging, unless you get caught fighting a spawned group or a Harbinger at the same time. Past this room, the path splits north and south around a chasm, and then rejoins. Both ends of the chasm are blocked by a Harbinger, and a single static group waits between them, on the Eastern side of the chasm. The chasm is narrow enough that this static group can be pulled from across it, and defeated, without also aggroing the Harbingers.

Spawned Margonite groups will randomly choose one of the two paths, so players must keep a watchful eye on both sides to ensure a group does not pass by and make its way to Hinon. Should players choose to attempt the bonus, they must defeat the Harbingers and their accompanying Margonites located on the stairs branching off from each of the two paths, marked as light blue crosses on the map. If you happen to be doing this mission alone (with henchmen), it is generally safe to return to the central point (where the two paths re-converge) in order to wait for the spawned Margonites. Killing them takes 30-45 seconds usually, leaving you just over a minute to do stuff (such as the bonus) before returning for the next wave.

With the paths rejoined, only the Harbinger of Nightfall and a number of Margonites remain. It takes three Light of Seborhin to defeat this Harbinger. So if there are at least three human players, it is common for them to all rush towards him and defeat him as quickly as possible. If playing with heroes and henchmen, the player(s) must return to a Spirit of Seborhin (or Hinon) for another Light and return. If playing alone (with Heroes), note that the Harbinger of Nightfall will pursue a party for a much larger distance than the lesser Harbingers, possibly ripping apart all your undead minions, so it's best to flag your MM's away while you run back and forth with the three Light of Seborhin.

As mentioned above, a usual concern for this mission lies in the control of the Margonite spawn size. Some players choose to leave the first and second Harbingers (in the corridor) alive; if necessary, some will also avoid those at each side of the chasm. If only a single Harbringer is killed, the spawn will not change, so the groups will never include a Margonite Cleric. In this situation, it is advisable to use the Light of Seborhin provided by Hinon near the chasm, thus creating a source of bundles closer to the bonus and to the Harbringer of Nightfall. The third Harbringer at the top of the first set of stairs is arguably the most suitable for this strategy, since the Spirit of Seborhin will more likely remain safe from Margonite patrols heading west.

[edit] Bonus

Kill the additional Harbingers and the Margonite groups they are with. The groups are located at the top of stairs to the left and right of the Harbinger of Nightfall. The Margonites surrounding the Harbingers must also be defeated to achieve the bonus. Keep an eye out to ensure spawning Margonites do not sneak around the opposite path while attempting to kill the bonus Harbingers.

Key to winning the bonus is not aggroing a stationary group of enemies unless you have just defeated a spawning patrol, thus giving you enough time to finish the stationary group before the next patrol spawns.

The bonus groups can be aggroed by walking along the bottom edges of the staircases, rather than by climbing the stairs. This exploits the AI, because the melee enemies will rush your group and die quickly, leaving the Harbinger behind, while the ranged attackers move partway down the stairs and then fire uselessly into the obstructing balcony.

[edit] Skill recommendations

  • You will be facing hordes of Margonites. Lightbringer skills may help immensely during the mission.
  • You may want to take a speed boosting skill to intercept the spawning groups, drop Light of Seborhin and run away, or to run past Harbingers you wish to leave alive.
  • With the endless spawns of Margonites, there are numerous corpses, making a minion master very useful for this mission. However, you will be competing for corpses with the Margonite Warlocks, so it is usually best to target the Warlocks first.
  • The Margonites have condition removal but no hex removal, so using an array of degenerating and damage-dealing hexes works well.
  • Health stealing works well here, because these skills avoid the Margonites' strongest defences (Aegis and Abaddon's Chosen), and the Margonite Clerics' largest healing skill (Divine Intervention, which is triggered by fatal damage).

[edit] NPCs

[edit] Allies

[edit] Foes

Demons

[edit] Notes

  • Since the 13 November 2008 update you now gain 30 Lightbringer title points for each level of completion in Normal Mode and 75 in Hard Mode, as well as the normal xp and gold rewards.

Nightfall missions
Chahbek Village » Jokanur Diggings » Blacktide Den » Consulate Docks » Venta Cemetery » Kodonur Crossroads » Pogahn Passage or Rilohn Refuge » Moddok Crevice » Tihark Orchard » Dasha Vestibule or Dzagonur Bastion » Grand Court of Sebelkeh » Jennur's Horde or Nundu Bay » Gate of Desolation » Ruins of Morah » Gate of Pain » Gate of Madness » Abaddon's Gate
Challenge: Dajkah Inlet Remains of Sahlahja The Shadow Nexus Elite: The Ebony Citadel of Mallyx

Missions in Vabbi
Dasha VestibuleDzagonur BastionGrand Court of SebelkehJennur's HordeTihark Orchard
Towns and outpostsExplorable areasLandmarks