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Dadi
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re: Helm's Dike - Solo/Duo Platinum (How To)

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Hello All,

If you are rank 3 or higher (Engineer and Officer) you can achieve platinum on all side quests and the main battle (obviously the higher your rank, the better).  This write-up is only for Solo or Duo (many of the principals do also apply to the 6 man though).

THE DIKE (Solo or Duo)

Within the Helm's Dike (Solo or Duo) Epic Battle instance there are six possible side quests to complete (only three occur per run: one for each of the West, Center, and East attacks on the Dike).

  1. A Stone Obstruction -  East and West Section [West Start, 1st Side Quest]
  2. Protect the Horses - Base of the Dike (Take the rope down) [East Start, 2nd Side Quest]
  3. Flames at the Gate - East Section (and Base of the Dike) [3rd Side quest potential]
  4. Powder at the Gate - Base of the Dike (Take the rope down) [East start, 1st Side Quest]
  5. Guarding the Watchtower - West Section [West Start, 2nd Side Quest]
  6. The Statue of Helm Hammerhand - East Section [3rd Side quest potential]

A FEW NOTES:

  1. Duo mode only:  You can have two high ranked toons do all the setup and then log one out (leave one in the instance.  You can now have a low rank join ... launch it and you are good for quad platinums.
  2. You can only have one of each kind of engineer item (barricade, catapult, ballista) in your inventory at a time.  If you try to pick up two barricades, one will be destroyed.
  3. If you move (dismantle and rebuild) a barricade it is still part of the Epic Battle and if it is destroyed it will count against your progress (Platinum being the goal).
  4. Engineer items that you pick up from the crates do not count toward the Epic Battle, and thus if they get destroyed, do not count against your progress.
  5. Tripwires - These knock the enemy to the ground, temporarily stunning them.  As soon as they get back up they have an anti-stun buff which prevents other tripwires from working ... So always set your tripwires in a row, not a column.
  6. Alternate your traps ... set a tripwire with caltrops behind it.  This will stun the mob, followed by a slowing of the mob.
  7. If you are rank 3 you may want to gamble on which 3 side quests will pop and forgo the setup of the other three ... This would provide you with many more barricades to use.  If you already have platinum in one, maybe skip the set up for that one until you have them all (maximizes points you will receive for your traits).

BEFORE CHATTING GAMLING (NPC) ... You will have some prep to do within the instance (about 15 minutes).  The solo and duo versions allow this prep work to be done before the instance starts (you control when it starts by chatting Gamling).  The 6 man version start automatically.

THE MAP - WEST SIDE (Click to Enlarge)

The map above (click to enlarge) represents an aerial view of the Western portion of Helm's Dike.  Study the map and refer back to it as all of the text below is colour coded to go with the maps.

PREP THE WEST SIDE

It is best to start off traited as an officer (Shift + B to get to the menu screen).

  • Run to West Section 4 and set Commander 1 to Two-Handed Weapons and Target Priority Sappers.
  • Switch your traits to Engineer.
  • Dismantle Barricade 1 (Double-click it and choose the option).  You can only have one of each item in your inventory at a time (barricade, catapult, balista) so don't try to pick up two barricades ... one will get destroyed.  Don't forget to pick up the crate.  Your menu bar should look like this:

 

  • Upgrade (rank 5 or higher) the damage on Barricade 2 and Barricade 3 (Double-click and choose the damage option).
  • Switch your traits to Officer.
  • Set Commander 2 to Two-Handed Weapons and Target Priority Sappers.
  • Switch your traits to Engineer.
  • Run to West Section 3 and build Ballista 1.  Upgrade the speed.
  • Run to West Section 2 and click on the barricade in your inventory (see above picture).  Place the barricade in the Add Barricade 1 spot (in front of the soldiers).  You can use your 4 and 6 keys on the Numpad of your keyboard to rotate your view (makes it easier to place).  Look at the barricade and you will see that it makes a slight "V-shape."  It is important that the point of the V is facing the direction the mobs will be coming from (this ensures the spikes face the right way after you upgrade the damage (rank 5 or higher).  Once the barricade is placed, upgrade the damage (rank 5 or higher).
  • Dismantle Barricade 4.  Pick up the crate so that it is in your inventory.
  • Switch your traits to Officer.
  • Set Commander 3 to Two-Handed Weapons and Target Priority Sappers.
  • Switch your traits to Engineer.
  • Place the barricade in your inventory in the Add Barricade 2 spot (in front of the soldiers) and upgrade the damage (rank 5 or higher).
  • Dismantle Barricade 5.  Pick up the crate so that it is in your inventory.
  • Switch your traits to Officer.
  • Set Commander 4 to Two-Handed Weapons and Target Priority Sappers.
  • Switch your traits to Engineer.
  • Place the barricade in your inventory in the Add Barricade 3 spot and upgrade the damage (rank 5 or higher).  At this point it should look like the picture below.

  • Dismantle Barricade 6.  Pick up the crate so that it is in your inventory.

At this point the West Side is prepped and ready.  You will be coming back for Barricade 7 a little later on.

THE MAP - BASE OF THE DIKE (Click to Enlarge)

 

The map above (click to enlarge) represents an aerial view of the Base of the Dike.  Study the map and refer back to it.

PREP THE BASE OF THE DIKE

You should have completed prepping the west side of the dike (as outlined above) and have Barricade 6 in your inventory.

  • Go to the main dike and use the Rope.  It will transport you to the base of the dike.
  • Place the barricade in the Add Barricade 4 spot (in front of the soldiers).  You can use your 4 and 6 keys on the Numpad of your keyboard to rotate your view (makes it easier to place).  Look at the barricade and you will see that it makes a slight "V-shape."  It is important that the point of the V is facing the direction the mobs will be coming from (this ensures the spikes face the right way after you upgrade the damage.  Once the barricade is placed, upgrade the damage (rank 5 or higher)
  • Switch your traits to Officer.
  • Set Commander 5 to Two-Handed Weapons and Target Priority Sappers.
  • Switch your traits to Engineer.
  • Use the Rope and travel back to the top.
  • Head back to West Section 2 and dismantle Barricade 7.  Pick up the crate so that it is in your inventory.
  • Go to the main dike and use the Rope.  It will transport you to the base of the dike.
  • Place the barricade in the Add Barricade 5 spot (in front of the soldiers).  Upgrade the damage (rank 5 or higher).
  • Use the Rope and travel back to the top.
  • Go to West Section 1.  You will see 3 crates; double-click the barricade and the small catapult. (see picture below).  Both will be in your inventory.

 

  • Use the Rope and travel back to the base.
  • Place the barricade in the Add Barricade 6 spot.  Upgrade the damage (rank 5 or higher).
  • You have completed prepping for the Side Quest - Powder at the Gate.  It should look like the picture below.

  • Use the Rope and travel back to the top.

THE MAP - EAST SIDE (Click to Enlarge)

The map above (click to enlarge) represents an aerial view of the Eastern portion of Helm's Dike.  Study the map and refer back to it.

  • Run to East Section 1 and use pick up the barricade from Crates Set 2.
  • Move to the Add Catapult 1 (or Add Catapult 1 alternative) spot and place the catapult from your inventory (make sure it is pointed toward the dike [gate]).  (Others have suggested placing it on the dike next to Gamling - Add Catapult 1 Alternative).  Upgrade the speed and damage (rank 5 or higher).  Load a Heavy Shell.  Load Rending Powder (reduces the armour) (rank 6 required).  Crank the catapult and be sure the aiming circle is pointed at the base of the gate (see two pictures below).  It will now be ready if the Flames at the Gate side quest happens.

  • Go to Ballista 2 and build it.  Upgrade the damage, speed, and distance.  Load it, crank it, and aim it to the right where the mobs will congregate for the attack on East Section 2.
  • Switch your traits to Officer.
  • Set Commander 7 to Two-Handed Weapons and Target Priority Sappers.
  • Switch your traits to Engineer.
  • Upgrade the damage (rank 5 or higher) on Barricade 8 and Barricade 9 (Double-click and choose the damage option).
  • Switch your traits to Officer.
  • Set Commander 8 to Two-Handed Weapons and Target Priority Sappers.
  • Switch to Engineer.
  • Run to the main dike and use the Rope to go to the base.  Head to the horse stables and use the barricade in your inventory to Add Barricade 7.  Upgrade the damage (rank 5 or higher).
  • Use the Rope and head to East Section 2.  Dismantle Barricade 10.
  • Switch your traits to Officer.
  • Run to East Section 4 and set Commander 10 to Two-Handed Weapons and Target Priority Sappers.
  • Switch to Engineer.
  • Run to the main dike and use the Rope to go to the base.  Head to the horse stables and use the barricade in your inventory to Add Barricade 8.  Upgrade the damage (rank 5 or higher).
  • Use the Rope and head to East Section 2.  Dismantle Barricade 11.
  • Run to the main dike and use the Rope to go to the base.  Head to the horse stables and use the barricade in your inventory to Add Barricade 9.  Upgrade the damage.  The horse stable is now ready for the Protect the Horses side quest.  It should look like the picture below.

  • Use the Rope and head to East Section 4.  Upgrade the damage (rank 5 or higher) on barricades 12, 13, 14, and 15.  You are now prepped for the side quest The Statue of Helm Hammerhand (see screenshot below).
  • OPTIONAL:  You can build Catapult 1 and upgrade damage (rank 5 or higher), speed, and distance if you choose and you could head back to Crates Set 2 and pick up a ballista to place on Ballista Platform 2.  Upgrade the speed, damage (rank 5 or higher) and distance (rank 6).

  • Switch your traits to Officer.
  • Set Commander 11 to Two-Handed Weapons and Target Priority Sappers.
  • Switch your traits to Engineer.
  • Upgrade the damage (rank 5 or higher) on Barricade 16 and Barricade 17.
  • Switch your traits to Officer.
  • Set Commander 12 to Two-Handed Weapons and Target Priority Sappers.
  • Switch your traits to Engineer.

The instance is now fully prepped and ready to run.  Make sure you are traited as Engineer.

Head to the main dike and chat Gamling to start the instance.

The battle will either commence on the East or the West side of the dike.  Look for the battle icons on your mini map (as well as text that pops up on the screen) to know which side to head to.

Once it has started it will cycle as follows:

East - Side Quest - West - Side Quest - Center (East Section 1 and West Section 1)- Side Quest

OR

West - Side Quest - East - Side Quest - Center (East Section 1 and West Section 1) - Side Quest

Once you have figured out which side it starts on head to the Commanders that are farthest from you.  Set one to Damage and the other to Haste.  Then run to the ballista closest to you.  Aim and fire at the oncoming monster advances.  I tend to try and fire five or six shots to one side and then re-aim to the other side for five or six.

As soon as the side quest pops up, drop everything you are doing and head straight to the area.

A Stone Obstruction - For this one you need to run between Archers 1, 2, and 3.  At each archer, click on them and chose the fire icon.  There is a timer so it is best to cycle through each one and repeat.  Keep an eye on Archer 1 and Archer 2 as they will come under attack.  If you have a barricade in your inventory it does not hurt to drop it at the east end of the dike to prevent the mobs from getting to Archer 2.  If running duo, one person should cycle between Archer 2 and 3, the other should do Archer 1 and DPS the mobs.  If solo, you may want to hit Archer 3 first and then just cycle between 1 and 2 for the duration.

Protect the Horses - This one occurs at the base of the dike.  Head to the stables (via the Rope).  Run to an area along the path (mauve arrow) that leads to horses 5/6 and place a tripwire.  Then stand between horse 5 and 6.  If you have stuns, traps, etc. you should use them as often as possible.  DPS down the mobs as quick as you can.  If your timer is up, place another tripwire.

Flames at the Gate - Head to East Section 1.  Man the catapult that you placed earlier (Place Catapult 1 or Alternative 1).  The war machine advances slowly ... be patient.  When it is in range ... fire.  Re-load with a heavy shell (rank 6), crank, fire (no need for Rending powder [rank 5 or higher] after the first shot as it does not stack) ... rinse and repeat until it is destroyed.  If you are running duo ... one person must take the Rope and head below where they will help repair/extinguish the gate.

Powder at the Gate - This is perhaps the toughest of the side quests.  Use the Rope and head to the base of the Dike.  A series of mobs will spawn and run along the arrow paths toward the gate.  Place a tripwire out in front along the arrow paths.  If you have traps or stuns, use them often.  The sappers will be carrying powder boxes (explosives).  It is imperative that you target the sappers first.  If a sapper drops a powder box, double click it and disarm it.  DPS them down fast.  If your timer is up, place another tripwire.   It is best to fight the mobs as close to the spawn point as possible, it gives you time to chase them down.  Note:  for the 6 man version it sometimes does not count when you kill near the spawn points (they have to get closer).

Guarding the Watchtower - Head to West Section 1.  Place a tripwire in front of the barricade 2 that you added.  Stand near Commander 4.  Use traps or stuns as often as you can.  If your tripwire timer is up, place another one.  DPS down the waves of mobs.

The Statue of Helm Hammerhand - Head to East Section 4.  Drop a tripwire behind barricade 16.  Stand near Commander 11 and use stuns, traps, etc.  DPS down the waves.  If mobs get past you ... chase them down until dead.

As soon as a side quest ends ... pick up a barricade from that side quest and keep it in your inventory.  You may opt to drop it at the next side quest to assist you.

Head back to the main battle area and set one of the commanders to Heal and the other to Shield.  West Section 2 and East Section 2 should be your priority as they will face more damage than the other sections.  Help burn down a couple of mobs if need be ... then head back to the ballista closest to you.

Repeat this until the instance is completed.

Many thanks to all those that helped to discover the best strategies to knock out Platinums, Seggal in particular.

Dadi



Last edited by Proudcdn on Wed Jan 08, 2020 3:37 pm; edited 8 times in total
Hafwen Elfling
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re: Helm's Dike - Solo/Duo Platinum (How To)

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You might want to mention that you can only pick up one of each type of equipment at a time. If you grab two barricades, one will disappear. Also for the 6 man you need to build the barricade before you can break it down and pick up.

When placing your barricade pay attention to where the spikes are pointing. More spike are on the front than the back. Word on the street is that it makes no difference but we don't know for sure yet. Throw some caltrops inside and its like walking through a shredding machine.

Barricades originally from boxes don't matter if they are destroyed but the ones that you built and deconed from the terrain do count towards your total score if they are destroyed.

 



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Dadi
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re: Helm's Dike - Solo/Duo Platinum (How To)

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To address Hafwen:

- The inventory issue is mentioned (see below), but I did add a new section A Few Notes and added it there too:

Dismantle Barricade 1 (Double-click it and choose the option).  You can only have one of each item in your inventory at a time (barricade, catapult, balista) so don't try to pick up two barricades ... one will get destroyed.  Don't forget to pick up the crate.  Your menu bar should look like this:

- The barricade tip for the six man is one I will definitely include in the 6 and 12 man write-up (to follow).

- Direction of the barricade is mentioned here:

Run to West Section 2 and click on the barricade in your inventory (see above picture).  Place the barricade in the Add Barricade 1 spot (in front of the soldiers).  You can use your 4 and 6 keys on the Numpad of your keyboard to rotate your view (makes it easier to place).  Look at the barricade and you will see that it makes a slight "V-shape."  It is important that the point of the V is facing the direction the mobs will be coming from (this ensures the spikes face the right way after you upgrade the damage.  Once the barricade is placed, upgrade the damage.

- Good tip on the difference between the crate version of a barricade and one that was already built.  I added it to the A Few Notes Section.

Dadi.

 

Hafwen Elfling
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re: Helm's Dike - Solo/Duo Platinum (How To)

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I did a Dyke 6 man with some friends the other day and they did something a little different with their barricades. They placed them gathered in the gullys sideways so the mobs had to run the whole length of them rather than using them to block the way. It slowed mobs down tremendously so nothing really got past the second one in the line. The only thing I see wrong with this is that there wasn't enough left for three side quests but they relied heavily on upgraded ballistas. 

We also noticed that those darn horses go so quickly. You can heal them. Leaving one person downstairs after the first few moments in the game might be a good idea. Maybe let them do the set up and then stay down there. 



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re: Using Ballistas

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Just an FYI on using the ballistas to kill troops.  Always look for the sweet spot.  Ordinarily you only take out two soldiers per shot.  However, there is always a sweet spot between any two groups where one shot will take out two from each group, for a total of four.  This drastically helps reduce the number of troops that attack your soldiers.  Just a little tip.

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