View Full Version : the orge in gladewatch
sallysmith
02-20-2011, 02:43 AM
Hello,
We are trying to defend this outpost in the marketplace. It's called gladewatch and we have to make sure the captain doesn't die. Where is the ogre?
thanks
Hobgoblin
02-20-2011, 02:46 AM
i believe he is in the nw.
you also may want to check out the wiki\
hob
Kinerd
02-20-2011, 03:30 PM
I think you're thinking of Archer Point Defense, Hobgoblin, while I believe the OP is referring to Gladewatch Outpost Defense. In Gladewatch, you have to defend the commander for about 10-15 minutes and the ogre leader will spawn.
Hobgoblin
02-20-2011, 03:38 PM
yup thats what i was thinking of.
still the wiki really helps
hob
Kreaper
02-20-2011, 03:49 PM
Did they change Gladewatch? It used to be that you were trying to keep all enemies out of the building and if even one entered, you lost.
Trillea
02-20-2011, 03:50 PM
Did they change Gladewatch? It used to be that you were trying to keep all enemies out of the building and if even one entered, you lost.
Yes its changed - now the enemies can enter but if the commander dies you lose.
Kreaper
02-20-2011, 04:02 PM
Geeze... They are making this game so easy. An already easy quest needed and easy button installed. Before long they will just give us XP for entering and exiting.
Kinerd
02-20-2011, 04:34 PM
They changed a silly quest into a slightly less silly quest. That gets positive marks from me.
Frotz
02-20-2011, 05:47 PM
I believe you can now technically lure the captain off into some corner where she'll never get attacked, sit on your behind till the ogre leader appears, then kill only him to complete the quest. :) However, if you can't bend her to your will then it can be annoying chasing her around the map to keep her from suicide by mob.
Alabore
02-20-2011, 09:37 PM
I used to find the older insta-fail mechanism aggravating but challenging in a perverse way.
I am not sure if it was a fluke, but if groups refrained from talking to her after raising the portcullis, she wouldn't rush around.
When we tried to talk to her, she'd usually run towards the east side clearing, and stay there, waiting for mobs to spawn.
Lithic
02-20-2011, 09:55 PM
Geeze... They are making this game so easy. An already easy quest needed and easy button installed. Before long they will just give us XP for entering and exiting.
I disagree. Before the change, that quest was only run at cap for favor (I know, I spent 3 days trying to get a group going for it on elite when my rogue was lvl 8ish way back when). The reason was that unless you had extreme overkill, there would always be that one sneaking dog that decided to run past your lines and end the quest, even though the rest of the mobs weren't too much of a threat.
Now at least it is usually completeable by an appropriate party (just as all other non-failure quests are). What the quest suffers from is boredom. It takes too long for the small numbers of mobs to come to the gates. They should up the spawn rate by 5x, and decrease the quest length by 5x. Then it would be exciting. Maybe.
sallysmith
02-21-2011, 03:18 PM
I believe you can now technically lure the captain off into some corner where she'll never get attacked, sit on your behind till the ogre leader appears, then kill only him to complete the quest. :) However, if you can't bend her to your will then it can be annoying chasing her around the map to keep her from suicide by mob.
Well will try this! And I like the idea of just not engaging her at all! Cause dude, she keeps running in the fray and it's nearly impossible to keep up with her. It does get tedious so we have moved on.
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