someoneorsomething
Member
- Joined
- Sep 26, 2005
- RedCents
- 30¢
The write up on this is a good one, but there are a few things I would like to add to this.
The most important thing id like to add is IF YOU ARE OUTSIDE THE MISSION TOO LONG IT RESETS!!!!. We were at the very end 3.5 hrs in. We wiped because we had a pop come out of nowhere while we were fighting the named. So we run back and zone back in. Again a mob just warped in (nothing on the mq map at all till he popped on us.) And we wiped again.
So I thought if we stayed outside the mission and regained our hp/mana that we would have a chance to fight the mysterious warping mob. We get our mana up and hail stillpool and it says it too dangerous to enter. Hail again and it reset us back to the beginning. (thank you SOE for f@#@ing up another mission). I wanted to confirm that this is why it happened, so I went in and warp/clicked the orbs the / gated. It updated the quest as 2/3 orbs done. Waited 15 mins and bam reset again.
The second thing I wanted to add is these mobs go REAL SLOW. They are easy to kite, but there are a couple things you need to know. They will autosummon you at 96% health. So use spells that don’t damage. And you can kite them all day. Second thing is, if you get to far away (around 200 ft) they will warp to you. They can be mezzed but the chanter said the level 74 one could not be mezed. The nameds in this zone are normal speed.
Here is the write up on alla too so I don’t rewrite that part. Oh one more thing, did anyone notice while doing this mission that the amount of damage that you take didn’t really add up to what the hits were saying in the text window? Just seemed odd to me /shrug
The most important thing id like to add is IF YOU ARE OUTSIDE THE MISSION TOO LONG IT RESETS!!!!. We were at the very end 3.5 hrs in. We wiped because we had a pop come out of nowhere while we were fighting the named. So we run back and zone back in. Again a mob just warped in (nothing on the mq map at all till he popped on us.) And we wiped again.
So I thought if we stayed outside the mission and regained our hp/mana that we would have a chance to fight the mysterious warping mob. We get our mana up and hail stillpool and it says it too dangerous to enter. Hail again and it reset us back to the beginning. (thank you SOE for f@#@ing up another mission). I wanted to confirm that this is why it happened, so I went in and warp/clicked the orbs the / gated. It updated the quest as 2/3 orbs done. Waited 15 mins and bam reset again.
The second thing I wanted to add is these mobs go REAL SLOW. They are easy to kite, but there are a couple things you need to know. They will autosummon you at 96% health. So use spells that don’t damage. And you can kite them all day. Second thing is, if you get to far away (around 200 ft) they will warp to you. They can be mezzed but the chanter said the level 74 one could not be mezed. The nameds in this zone are normal speed.
Here is the write up on alla too so I don’t rewrite that part. Oh one more thing, did anyone notice while doing this mission that the amount of damage that you take didn’t really add up to what the hits were saying in the text window? Just seemed odd to me /shrug
After you get the mission. Your first task is to see brother stillpool, he's one of the squids gaurding the entrance to the hut. Make sure no one is zoning when you hail him. The first time we did this I was checking something and zoned and wasn't ported. Chatting with stillpool didn't help.
When you zone in you're in a circle room with an orb in the center. Have the group space out on the right side of the room, west iirc, againist the wall. Have the tank on the east side not againist the wall but not too close to orb. It's best to have a fd class, prefer monk, click orb and FD. Clicking the orb will pop 3 mobs. They pop in the orb itself. They will aggro based on prox (or should) then kite them back and forth and get them locked down. Usually they are red cons but mezzable, occasionally not and if not mezzable root them.
They have a hella long reach for melee and hit fast even slowed. Actually it was kinda confussing because my damage intake msgs did not support the rate at which my hp dropped. At 13-13.5 with 2200 ac buffed I was able to use cheals most of the time but needed the cleric to cancel and pop a light occasionally.
After those are dead then open the west door and pull the roamer from the path. Everything in here moves at that super slow rate but warps when you get too far from it. After killing the roamer puller goes and clicks the orb in the west circle room. Ignore the skells around the orb they are non aggro. This is the first named Vampiric Blades.
Our monk pulled him up to us (if monk FDs blades will warp to upper room.) Dps was considerable, I think we got it monk slowed, maybe real slowed I don't remember. I popped furious for the start then clicked def, or thought I did. Turned out I tanked most of the fight without def~ Healing was chain lights for the most part. When a heal was gonna be a bit off I backed up, got summoned back up again so the heal would hit.
After this we opened the east door and pulled the roamer from that path. Ignore the mobs on the little platforms off the path, for some reason they don't aggro. We didn't try attacking them or any other form of aggro except getting close to them. After the trash is down the pull clicks the orb and pulls the The Harvester of Souls.
Dps was lower from this, not sure on slow again but it does have rampage which appeared to be a/e. Killed it without much difficulty.
At this point we went down the west path and set up in that room. 2 roamers on the path from the west room to the south room then a bunch of trash in the south room. Puller didn't seem to have any problem with pulling around the named.
During this point we got our first repop. No one had died but we still got it warping on the group which was in west room. Once repops start I'd suggest waiting and making sure they are all dead.
Then we rushed the named Fragment of Vishimtar. Nothing special imo. Set rampage on the pally by me and the pally rushing it first. Mid battle we got a pop in the room, or it warped to the room, enc mezzed it. Dmg on the ramp tank was tad high but not too insane. Killed it then killed the add and medded up.
Go up the ramp and you'll find Emperor Draygun`s Shadow. He's a necro. Spent the first 1/3rd of battle trying to cast on me which was either resisted or hitting for very low dmg. Once he starts meleeing his dps is respectable but not insane. We got a pop either during battle or I think right after. Loot drop is on the Emperor Draygun`s Shadow so do loot FAST. The moment he dies you get a 2 minute msg. We engaged the add but were ported out before it died.
You port out to right next to the prophets hut, go inside and hail to get win and cursor reward. For melee is crap if you've done 69.1 hard. Minor upgrade for casters with 69.1 reward, tad more mana + ft. I My cleric uses it since it allows him to dump the last piece of non 200ish mana gear and still have ft 20. Also being a cleric the effect on 69.1 hard mask isn't all that handy~
Tanise Manasponge
Mithril Web - Lanys (The Seventh Hammer)

