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Guide - Oubliette of Light - ToL Mission

The side room method worked for me I just had to use manual mode on my tank to position it the way I wanted so my rogue wasn't killed by purple. The timers for this mission blow tho, less than 15 seconds to move everyone to the last room got me a few times.
 
The side room method worked for me I just had to use manual mode on my tank to position it the way I wanted so my rogue wasn't killed by purple. The timers for this mission blow tho, less than 15 seconds to move everyone to the last room got me a few times.
yeah, especially when the purple walkers just started walking :bang:
 


The vid above is good vid of the side room method. I think my issue was not putting my toons stick to front.
 
I've executed the side room strategy multiple times now, it requires a little bit of micro but you can overall just use CWTN plugins fine by setting your team to camp on the rug in the room and set their Stickselection to 1 (left leg) or 2 (right leg) depending on the direction your tanking the mob. Keeps everyone out of purple, and you can easily position all the guys. I run my tank on manual for almost all missions.

Umber's clap is the only thing requiring micro in my experience, sit it launches your guys, so I manually tab back through them to make sure they restick to the correct position. Regularly when they get launched their stick just goes to the closest point.

Final boss as Sic described kinda jostles your tank, so if you're on manual mode make sure you get turn back around or you can get stunned and die pretty quickly.
 
How do you make them stick to the front? I don't see that as an option in the StickHow dropdown for pure melee.
 
OK, been doing this a while. Using 1st room on right method someone posted is how i do it. Park all the toons in there, if using CWTN plugins, I have them on vorpal assist on 99%. I use shammy for healing, I park him in the back left corner of the room looking out the door.
Zerk x2 and bst, as someone posted above, put on snap left, this keeps them away from the door when the purple aura comes through and they dont get hit by it. Bard sometimes gets close to the doorway as hes on KA i manually move him as I keep his window open.
Start it off, put SK in middle of doorway and it will agro mobs soon as they pop. Now when you run back into the room there is a gap between the barrels and a shelf, run the Tank (Obviously a SK! ) into that gap, stick as close to the barrels so it doesnt reset mob. At this point all burns are off! keep them off! kill 1st 2 mobs, if shades still pathing give it a second or 2 and they should clear off. Walk into walkway and fade should auto agro although i hit with protest, ran back into room into the gap, back to wall fade will run in, kill him. No Burns!!
Back into doorway once fade dead. Mob will walk past should auto agro but spam protest incase. Run back into gap, kill both.
OK Burns on now, back into hallway, auto agro Umber, hit protest agro anyway, run back into gap, and burn him down. If you dps ok/good you can kill him before he even gets a chance to fling you anywhere.
Wait for shades to despawn, run into final room. I put melee on on shaman now, i keep it off until this point. Burns should still be running, attack Boss mob soon as he spawns.
Keep dead centre, bard using KA can be moved about but i move him back manually if need be.
On SK, I tend to keep him facing towards the door so I can see when the 3 adds turn up 40/30/10% Boss health I think.
Soon as they enter room switch to them, then back to boss once adds dead, although with SK DS next one normally arrives as boss health depletes.
Soon as last one dead, kill boss off, hes normally at 2-5% at this time.
Cheer for the win.
Rinse Repeat.

Getting the gap positioning may take a couple of attempts to get right, but once done its simple and you wont forget.
 
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How do you make them stick to the front? I don't see that as an option in the StickHow dropdown for pure melee.
I misspoke. You should stick them left or right. That keeps them close to you during the fight and easier, imo, to control. The hit to DPS from attacking from the front/side isn't really a concern on this mission.
 
One more vote for side room technique - worked perfectly our first time. SK/SHM/BST/RGR/DRU/ENC Ranger and Dru on INI all the rest on plugins. Used SICTANK mode on SK, small Camp (30), dragged mobs back. Burned on Fade. Camp off, follow on, run to back room. Set camp in middle and just killed. Got all achievements.

Fun stuff!
 
Great video Sic, maybe I can help reduce the mechanics needed.

Below are pictures where I tank everything; the 4 adds, Fade, and Umbra. I basically never move from this spot, unless Fade and/or Umbra don't aggro then I have to go out and aggro them to pull them back.

I stand basically on the red line. As long as the adds or the two rock dudes dont go any farther in than that, they wont reset. The shade auras will not reach you.

View attachment 36145

View attachment 36144
I ran this mission last night with 6 real people with dam sweet dps, obviously not Sic's dps tho. We did it a different way than Sic and I think it will help out the users on this channel. So what we did was setup in the room closest to Fade, which looking at this purple map, is the top right room. In this room there is row of tiles that is parallel to the long black line outside the room. This small line is your no pass point meaning your toons cannot fight the back side of the mobs and the mobs cant pass the line further into the room. If the mob comes past that line into the room it resets and you fail. If your toons fight past the line they will be hit by the purple.

Our tank just grabs all the mobs and pulls them into the spot and tanks them there. Doing it this way we never once had to move down the hall to avoid the purple. We literally did the whole first part in this spot. After the second mini died we went into the final room and basically did what Sic did.

For those of us that have normal dps you need to understand what fade actually does. He will put a DoT on you that will count down from about 30 secs and when it hits 0 you are unable to cast, I think that means you cant click abilities as well. I was on my cleric and got hit with it several times so the bst and ranger had to spot heal when I had it. Sic killed it so fast that he was never really affected by it, but it is a huge deal (if you lack healers you might want to burn Fade to beat this one. We ran all of the missions last night and this was annoying, but not the worst. We did one mission with so much crap to avoid that this one was cake. I forget the name but iirc it was the one in Shadowmoon valley.

Anyway I just wanted to point out the way we did it last night that made the purple trivial. Good luck guys.
 
I ran this mission last night with 6 real people with dam sweet dps, obviously not Sic's dps tho. We did it a different way than Sic and I think it will help out the users on this channel. So what we did was setup in the room closest to Fade, which looking at this purple map, is the top right room. In this room there is row of tiles that is parallel to the long black line outside the room. This small line is your no pass point meaning your toons cannot fight the back side of the mobs and the mobs cant pass the line further into the room. If the mob comes past that line into the room it resets and you fail. If your toons fight past the line they will be hit by the purple.

Our tank just grabs all the mobs and pulls them into the spot and tanks them there. Doing it this way we never once had to move down the hall to avoid the purple. We literally did the whole first part in this spot. After the second mini died we went into the final room and basically did what Sic did.

For those of us that have normal dps you need to understand what fade actually does. He will put a DoT on you that will count down from about 30 secs and when it hits 0 you are unable to cast, I think that means you cant click abilities as well. I was on my cleric and got hit with it several times so the bst and ranger had to spot heal when I had it. Sic killed it so fast that he was never really affected by it, but it is a huge deal (if you lack healers you might want to burn Fade to beat this one. We ran all of the missions last night and this was annoying, but not the worst. We did one mission with so much crap to avoid that this one was cake. I forget the name but iirc it was the one in Shadowmoon valley.

Anyway I just wanted to point out the way we did it last night that made the purple trivial. Good luck guys.

I've been doing this the same way. I use CWTNA + KA Bard. I am horrible at group management so I set up 4 hot keys to do my group control. Took a bit to figure out where the magic line was, but you have some room to work with so it doesn't have to be perfect. First time I did it I kept leashing the first two Thalls and getting summoned away.

Hotkey 1: Pauses everyone (usestick off for CWTN dudes)
Hotkey 2: Puts tank in tank mode and everyone else in assist mode (not chase -- usestick off)
Hotkey 3: Puts tank in tank mode and everyone else in chase (usestick on)
Hotkey 4: /bcaa //stick snaproll front 15

Plus my normal burn off/burn on keys

Below is kind of step by step, but basically pause everyone, grab dudes, tank near magic link, unpause everyone, kill it, pause everyone and grab the next dude(s). Burn off to start, burn Umber.
- Move everyone to NE room near Fade
- Hotkey 1 (HK1)
- Burn Off
- Tank starts mission
- Grab two Thalls and bring them to NE room
- HK2 + HK4 (mash HK4 as needed if your dudes wander)
- Thalls dead
- HK1
- Tank grabs Fade if needed, back to NE room
- HK2 + HK4
- Fade dead
- HK1
- Grab Thalls with tank bring back to NE room
- HK2 + HK4
- Thalls dead
- HK1
- Grab Umber with tank bring back to NE room
- HK2 + HK4 + Burn On
- Umber dead
- HK3
- Run to final room
- Follow Sic's guide
- Pose for victory snapshot

I tried to write a Lua to do the sticking, but -- something isn't working -- pasting it here if someone wants to explain what I'm doing wrong.


[CODE lang="Lua" title="oob.Lua"]local mq = require("mq")

while true
do
local name = mq.TLO.Target.Name()
if name == 'Fade' or name == 'Umber' or name == 'Thall Tetoracu Liako' then
mq.cmd("/stick snaproll face 15")
end
mq.delay(10)
end[/CODE]
 
/nav ui works, as Sic says. But I'm old and lazy and just run to the spot and:
/nav rwp [name]

So I run whole crew to a spot: "/bcaa /nav rwp 1" (Record THIS spot as "1").
Repeat for all 4 spots.

Then to actually utilize them during the mission, I play the MT and have 4 buttons:
[Camp1]: "/bcaa /nav wp 1"
[Camp2]: "/bcaa /nav wp 2"
[Hide1]: "/bca /nav wp 3"
[Hide2]: "/bca /nav wp 4"

My crew is mostly CoV T2 Geared. Not the highest DPS group.

It took me quite a few runs to finally iron it out and get past Clap guy and on to my one victory. Got all 3 achievements but honestly had almost zero idea what I was doing once we hit the final named. Total chaos in my head.
You the real MVP here, this tip helped me out immensely and let me beat it.
 
I'll be trying this next weekend with my merc group (Druid/War/Brd + mercs Clr/Rog/Rog). I saw a video of someone doing this with 2 toons + 2 mercs so I am guessing this should be possible. But I had a real difficult time tanking Shei with all defensives down. Are any of the fights in this mission difficult, or is it just a matter of managing the mechanics? Once the mission starts can you rest between fights/pulls (more for me than for my characters)? Any advice for low dps group? I will try to follow the side room plan outlined above.
 
I'll be trying this next weekend with my merc group (Druid/War/Brd + mercs Clr/Rog/Rog). I saw a video of someone doing this with 2 toons + 2 mercs so I am guessing this should be possible. But I had a real difficult time tanking Shei with all defensives down. Are any of the fights in this mission difficult, or is it just a matter of managing the mechanics? Once the mission starts can you rest between fights/pulls (more for me than for my characters)? Any advice for low dps group? I will try to follow the side room plan outlined above.
The mission will reset if you leave mobs un-agro'd.
 
The side room works for me also. Just a few notes below to make it easy.
Make sure you do not fight mobs way pass the pillars in that side room otherwise you get summon to the other side (at the opposite side room door and have to run back to camp.
I choose the room on the left of the Hallway middle room and "camp on" by the first set of pillars .Do not pass that set of pillars. Make sure your guys are not close to the door/Hallway also otherwise they will take some damage when the shade walks by in the hallway.
I rotate between Sic tank and Pause for the fights. My crew is set as camp on at the spot close to the pillar. Use come to me during the fight, if your crew is to close to the door during the fight.
You do not have to leave the room they will come to you after each wave. You can move the MT to the doorway to meet the mob after each wave and pull them inside to the fighting spot.
After the second name is dead make sure you hall ass to the boss fighting area. Camp off and Chase/follow me. You have 30 secs.
Stay in the middle of the room you can tell you in the middle, the star on the ground will mark the spot. (The fight is in Chase mode at this point).
 
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Thanks for the tips, I will try to follow that advice.

Anyone know if mercs are affected by the mechanics? I notice in the Shei fight they never got called out, so was wondering if mercs were immune to aura effects and flinging as well or if I am going to have problems positioning them.
 
Well, I got through Fade on the third try, primarily due to problems with controlling my group. I need to swap out a lot of my normal group controls. I would have gotten further but in my excitement, I forgot there were two adds to be done between fade and umber and it reset before I remembered. My DPS is real low against Fade, seems there is an ATK debuff on us, but my warrior held up fine even though it was a long fight. It was maybe a little dodgy now and then. I think if I have druid cast a promise heal whenever he gets called out might give me a little breathing room. Adds seem mezzable and are normal zone trash strength as far as I can tell. I'll probably just work on my controls and KA config for a bit and try again tomorrow.
 
Got through Umber today on the first attempt that was cleanly set up. Had a hard time reproducing what I had accomplished yesterday. I scripted my warrior/puller through the event to try and take my general suckiness out of the equation so it took some time to learn how to do the various control via Lua. My group is currently configured heavily defensive and pathetic DPS so getting through Umber takes FOREVER. I will have to up the DPS because after umber the warrior is out of stamina and the druid is oom. Umber is pretty easy if you are set up to not get flung. Finally got my rogue to stick in front (had to turn off mq2melee with kissassist, is that normal? is there another way?) so that helped not having to heal through. I didn't have a waypoint setup for boss battle so the script ended after umber. Not sure if my wife will let me blow another day on this tomorrow or not :).
 
Got through Umber today on the first attempt that was cleanly set up. Had a hard time reproducing what I had accomplished yesterday. I scripted my warrior/puller through the event to try and take my general suckiness out of the equation so it took some time to learn how to do the various control via lua. My group is currently configured heavily defensive and pathetic DPS so getting through Umber takes FOREVER. I will have to up the DPS because after umber the warrior is out of stamina and the druid is oom. Umber is pretty easy if you are set up to not get flung. Finally got my rogue to stick in front (had to turn off mq2melee with kissassist, is that normal? is there another way?) so that helped not having to heal through. I didn't have a waypoint setup for boss battle so the script ended after umber. Not sure if my wife will let me blow another day on this tomorrow or not :).
Have you thought about solving your DPS shortcomings in general? If your dps is as low as you describe, you're going to have lots of problems going forward in general.
 
Not much I can do about DPS, I can't box my other chars on this computer. In regular grouping/named I can DPS fine its only when I have to max out healing/defense or go a long time does it dip to ridiculous and I've only had to do it on these missions. I think as I learn to optimize the event I will be able to shift the balance more to dps. Besides I think its kinda fun just to play the mechanics rather than just burn past them. I saw a video of a guy doing this with two chars + two mercs so surely I can do this with 3+3.
 
An update to my post above.

Is to keep your crew away from the door side of the room always.
What I normally do is Park the crew between the two pillars (left and right).
when I agro the mob by the door I move back to the line between the two pillars. This will bring the mob to the center of the room just inside the door.
Then I move the tank to the door entrance in the room.
Now the crew will be behind the mob, they should be fighting between the pillars not overly pass the line between the pillars.
This works all the time for me. If I fight them in the corners it does not work anymore, (especially after the last month patch).

Just one less thing to worry about when you have them position correctly, that way you get greater success and no death.
 
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So the tank gets the hit by the purple and everyone else doesn't? Sounds plausible.
 
I am unsure but if he is its minimal . Just inside the door way where the tank should be is the edge of the purple Aura when the shade walks by in the Hallway.
 
I'll try it out this weekend if my wife lets me ;). I also saw a video of someone who fought them in the rooms with group just inside the door against the wall and pulled the mobs in and pinned the mobs between the tank and group. He just had to reposition the tank a little when the purple came by.
 
I find it sad that 118 War, 118 Clr, 120 Shm, 118 Ber, 118 Brd and 119 Rogue can win the event with all special achievements and 120 Pal, 120 Enc, 120 Clr, 120 Dru, 120 Wiz and 120 Mag cant. The disparity between sustainable DPS between melee and casters is ridiculous. The 120 group is close to max AA as well. They can make to final fight but no mana left to kill the stone guys and final boss.
 
might be doing it wrong.. neither my casters groups or melee groups have issues with DPS.. placement is the only thing the messes them up =-/
 
Side room on the far right, nearest Umbral was my spot. Setup a returntocamp hotkey for the pulls, and ensure you don't tether the mobs, you are all set and easy mode. I missed the control acheive but got the others, I thought I could burn down the boss at the end and ignore the ignore the last jailer....nope.
 
For anyone using a full group of CWTN - here's what worked for me:
First half- I used the method described by Ssoulle on page 1 of this thread. Pulled everything to the same room location. Minis, boss1, minis, boss2 . Tank on Manual mode, all other classes set to Assist with a camp size of 20.

Second half - Once it was time to fight the final boss on his platform: Paused all of the plugins, ran the Tank to the platform, sent a 'Come To Me' command. Once the chars arrived then I Unpaused.
Used the map to keep the Tank tight, right on on top of the final boss. Whenever the group was pushed out of the tight camp, then I used the Come To Me command to bring them back in tight.

Used the map to watch for Jailers incoming and targeting them quickly. Boss, Jailer, Boss, Jailer, Boss, Jailer, dead boss.
~Good luck
 
Similar as Dufus when I did this. Far room to the right, pull everything there, burn Umber. I used follow me to go to boss room, camp right in center of platform, camped there. They were never hit by anything, and auto switched to Jailer as he is coming into room. It really was easy. Additionally, I modified the directional facing to be all front while in the single room, then switched to the back in boss room.

Easy Peasy.
 
Just, a couple of things I followed Sic's method and I created a hotkey to disable stick just so I could make sure everyone was in the triangle and does not get hit by the purple.

For the Achievement to kill the jailers one by one this appears to be health based for the boss first jailer spawns from 50%-47%, second jailer at 25% and third jailer at 15-14%.
I made a hot key to put my dps toons in manual mode and cleared the target. just so I didn't over dps and let my SK whittle down the boss until the jailer spawned then put everyone on the jailer.
 
Thanks for all of the information here. I was able to beat this thing earlier today.
 
At the risk of necro rezzing an old mission, this may seem like old hat to some of you since its slightly older content, but I'm still catching up on a lot of things. Thanks to some of the information here, I was able to beat this on the second try. As others mentioned, it is a million times easier if you take the 60 seconds to setup 3 waypoints and hotkeys as the only movement you have to do manually is making sure your tank is actually facing the mob.
 
Guide - Oubliette of Light - ToL Mission

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