Grand Court of Sebelkeh

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default Grand Court of Sebelkeh

Post by Danny on Tue 17 Nov - 22:08

Hi guys,
Does anyone know of any guides for HHing Grand Court of Sebelkeh. I am going with my Rit and am configured for Spirit Spammer at the moment. I have made several attempts but keep missing masters by a mile. I have only finished Night Fall one other time and it was with Gunter and Animus and a few other old timers. Nothing i have found so far has been any help so any advice is greatly appreciated. Oh and I am trying to get legendary on this toon using HH only, I have completed the other two and have made it this far in NF, I just want to see if I can do it. Smile

As always...if you aren't dying you ain't trying Shocked
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default Re: Grand Court of Sebelkeh

Post by Acolyte41 on Wed 18 Nov - 3:31

Ignore the Blasphemy when it first spawns and move to capture one of the Rifts. It will be guarded by three Margonites and a Torment Claw,
all of which you must kill; otherwise, they will re-open the Rift after
you have left. It is very beneficial to have the entire party move near
the rift (but away from the Claw) so you can begin capturing it while
you are killing the enemies.
The Torment Claws use the Torment Slash
skill, which can be very devastating if the party is bunched in front
the Claw; however, since the Claws are stationary, casters and ranged
attackers can simply avoid the Claws entirely. The skill is also very
easy to interrupt, due to its long activation time.
After you have captured the Rift and killed all of its
defenders, go back to the Altar and kill the Blasphemy and the Unbound
Energies that spawn. After you have completely re-captured the Altar,
go capture the second Rift. Kill the Blasphemy at the Altar again, then
go to capture the last Rift. With only one Rift remaining, the
Blasphemy will respawn almost immediately, but you should again ignore
it and focus on capturing the Rift. The mission will complete shortly
after you capture the last Rift, and have a 0 enemy capture status on
the Altar of Lyss.
For every Rift that is captured, its red bar will fill by 1/4 each time The Blasphemy uses Summon Torment,
when a rifts bar becomes full the rift is re-opened automatically. This
means that you have only limited time to capture the other Rifts if you
leave The Blasphemy unattended. Watching over the bars can be very
useful for preemptive actions, like sending a warrior at the Rift that
is just about to open, in order to deal with the first few enemy spawns
and gain time for the rest of the team.

Skill recommendations



  • Lightbringer's Gaze is very useful in this mission, as all enemies are vulnerable to it.
  • Last Rites of Torment can be removed from the entire party quickly using Inspired Hex (or Revealed Hex).
  • Bringing various interrupts are useful for making your battles with the Torment Claws easier.
  • Pain Inverter is also very useful against Torment Claws


Walkthrough


Primary


The Sebelkeh Basilica is laid out in circular fashion, with the Altar of Lyssa
at the center and three platforms branching off to the south,
northwest, and northeast. On each of these platforms is a group of 7 Margonites, a Torment Claw, and a Torment Rift. You must capture all three of these Torment Rifts, without losing the Altar of Lyssa, to complete the mission.
The altar and rifts each have a bar indicating ownership, with
red being owned by mobs and black by your party. They are considered to
be controlled by whoever most recently had a full ownership bar. At the
start, you own the Altar of Lyssa, while the mobs own the rifts.
The various capture points can be claimed by standing near
them. Each character of one side standing near a capture point grants
one pip of ownership movement on the bar. Characters of opposite sides
can cancel each other out, and the net rate of ownership change cannot
exceed four pips. One exception, however, is that while The Blasphemy
is trying to claim a rift or altar, it will have permanent +1 pip in
his direction, and your standing near it will have no effect until The
Blasphemy dies.
When the mission begins, you will be in a teleportation circle
at the end of a narrow passage directly north of the Altar of Lyssa. As
soon as any party member leaves this circle, the first wave of
Margonites will trigger. A total of six Margonites, two from each of
the three rifts, will rush the altar and begin capturing it. The party
must position themselves near enough to the altar to cancel this
capturing effect - 8 party members can easily override 6 Margonites -
and then kill off the Margonites.
When you have killed both of the Margonites that came from a
certain rift, a second pair from that rift will trigger and move
towards the Altar. That is, the second wave comes piecemeal, with the
parts from each rift potentially coming at different times. In no case
will more than six Margonites from the first two waves rush the center
at once.
However, if you go to one of the rifts, you can aggro and pull
additional Margonites before they would normally come. As such, it is
useful to flag your party at the center of the altar, to prevent
henchmen and heroes from running off to aggro additional mobs.
Note also that if you aggro Margonites that are running to the
center while you run to the center yourself, that also aggroes any
Margonites near the ones you aggroed, even ones that would normally
stay back for a while. This can be avoided by moving slightly when you
enter the mission to make the first wave of Margonites approach the
altar, then waiting for the to move to the altar, and then running
there yourself. If you do not do this, some extra Margonites may come
early, which can overwhelm a party.
After all twelve Margonites in the first two waves are dead,
The Blasphemy will begin to spawn. It will appear at a random rift and
move to the altar; once there, it will use Summon Torment to "jump-start" capturing it. This will also partially reclaim ownership of any rifts that you have already captured.
The Blasphemy has very low armor and hit points, making it is easy to kill, but when it dies, it casts the Last Rites of Torment hex on all party members in the area and 3 Unbound Energies
will spawn from its corpse. The Unbound Energies are also easy to kill,
and should be immediately killed when they spawn. The Blasphemy will
respawn after a short delay when you kill it; this delay decreases with
each Torment Rift you capture. Be careful not to kill The Blasphemy
while there are still Unbound Energies around from the last time you
killed it.
Sometimes The Blasphemy will not go to the altar, but instead
to a rift you have already captured and attempt to re-open it. This can
complicate the mission somewhat. However, it can also be advantageous -
simply set one hero to Avoid Combat
and plant his/her flag next to that rift. This will cancel The
Blasphemy's effect on the rift's capture bar, and you won't have to
kill The Blasphemy until after you have captured both other Rifts.
Ignore The Blasphemy when it first spawns and move to capture one of the rifts. It will be guarded by three Margonites and a Torment Claw,
all of which you must kill; otherwise, even a single one will be able
to re-open the rift after you have left. It is very beneficial to have
the entire party move near the rift (but away from the Claw) so you can
begin capturing it while you are killing the enemies.
The Torment Claws use the Torment Slash
skill, which can be very devastating if the party is bunched in front
of the claw; however, since the claws are stationary, casters and
ranged attackers can simply avoid the claws entirely. The skill is also
very easy to interrupt, due to its long activation time.
After you have captured the rift and killed all of its
defenders, go back to the altar and kill The Blasphemy and the Unbound
Energies that spawn. After you have completely re-captured the altar,
go capture the second rift. Kill The Blasphemy at the altar again, then
go to capture the last Rift. With only one rift remaining, The
Blasphemy will respawn almost immediately, but you should again ignore
it and focus on capturing the rift. You will have to kill The Blasphemy
and its spawns one last time before the mission is actually completed.

Bonus


Master's Reward for this mission is obtained by completing it in
under six minutes. One way to save time is to flag your party near a
rift as soon as you approach it to capture it, so that by the time you
kill the mobs, you will have fully captured the rift. If you are going
to do this, make sure that you interrupt Torment Slash. It also helps
to kill the Torment Claw first, so that it can no longer use Torment
Slash.
Another way to save time is to leave one mob from the first two
waves that rush the center, killing only 11 of the 12 Margonites, as
this will delay the spawn of The Blasphemy. Go capture a rift while
leaving the center alone, then go reclaim the center without killing
that one mob. Go capture a second rift and The Blasphemy will finally
spawn, but with only one rift left for you to capture. At this point,
you might as well kill the last Margonite in the center, too, and then
finish the mission as normal.

Hard mode


The same tactics as above still work. The main differences are that
it is more important not to pull extra mobs at the start, before
they're inclined to come on their own, and not to kill The Blasphemy
while already fighting other mobs. If one or more players take too long
to load the mission, you may have to restart, as missing part of the
party can make it very hard to hold the center area.
You get twelve minutes for master's reward, which is far longer
than the mission should take, so there isn't any time pressure. It will
be simpler if you don't try the "leave one Margonite alone" approach,
but just kill all of the Margonites that come to the center at the
start as they come.


https://www.youtube.com/watch?v=Q-c-OJYnTZg


.... thats all i got hope it helps Smile
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default Re: Grand Court of Sebelkeh

Post by Danny on Wed 18 Nov - 3:55

Thanks a million, I will try it in the morning when I am fresh.
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Post by Trytan on Sat 21 Nov - 13:49

Did you manage to get your masters on this Dan? I used the tactics in that guide from the wiki to H/H my way thru that mission a while back. I think I just missed getting masters on it though....can't really remember much of the mission as it's such a short one and I haven't went anywhere near it since getting thru after several failed attempts Very Happy .
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Post by Danny on Sun 22 Nov - 1:50

I made expert on the first try and masters on the second. Thx Acolyte!!! cheers

One thing I came to realize that befuddled be and caused me to unwittingly give up several times before was that the Rift meters do not have to be all dark (they can be partially red) and you can still win.

I did exactly what Acolyte's guide suggested and it worked. I took a MM, a nuker and of course takora for heroes and a healing monk, 2 ele and a mesmer for my henchies. I let the minions be the only melee and it let the casters do all the killing.

Great job acolyte.

Thanks again!

I also HH's the garden so I only have the 5 hardest to go. I may farm LB points for a while to make lvl 4 before i get to the Torment
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