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The Spirit Realm • View topic - Grizlor - Upper Reef of Coirnav Guide

Grizlor - Upper Reef of Coirnav Guide

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Grizlor - Upper Reef of Coirnav Guide

Postby Gloriana » Thu Jul 28, 2005 12:23 am

Upper Reef of Coirnav Guide

Congratulations on getting into the Elemental planes. There's a lot of wonderful loot to be gotten here with raids, but some of the most satisfying items are ones you can camp yourself, with a group (or less!)

Reef of Coirnav is the very definition of such, with fairly easily camped loot with comparative goodness to loot off tier 2/3 raid bosses. The underwater fighting takes some getting used to, and melees will whine and moan about having problems meleeing. In general though, it's a dark and quiet zone, and you won't see another soul here, let alone have someone bitch at you because they're kiting where you want to hunt.

The zone is divided into 3 main areas, with sub areas of each:

The upper (zonein) area is what I'll be discussing in this thread, and contains 3 main camps: Sharks (Southwest) Trilouns (North of sharks, or also the most southeast room) and Fish (East... Also called the "Bard Weapon" camp)

The Lower area is past the drop down, and contains an upper ring around the Hydrotha room, and a lower ring south of Ofossaa the Enlightened, which has several side rooms full of Regruas and Hraquis. Krizzik the Mighty is in one of those rooms. It's dark and scary down there, and the fights are insane, but there's lots of tradeskill items to be had (as well as exp that rivals PoFire tables) if you can handle it.

The third and final area is where you do the Coirnav event, and there's no real point to it otherwise.

Camps

Please reference the attached Image for a detailed map and key of the spawns.


Important Fact: Spawn time is 40 minutes on the dot.

There are 2 camp spots other than the zonein in the northern half of the zone. The first and easiest to get to is one spot which is used for either Sharks (The best loot) or Trilouns (Getting people the damn fragment for the Gate Necklace). To get there, Invis up at the zone in, make sure everyone has an , and swim down to the first room. From there you are going to hug the left wall, and swim to a tunnel. Go into the tunnel and stop about equidistant from the fork in front of you, and the room behind you. This camp has access to Hammertooth, Gigadon, Razorfin, the Triloun Seer, and the Monstrous Sea Turtle (if your puller is good). There are two roaming sharks to the west, and if you don't see him at the fork, wait a few minutes before pulling him. One shark actually paths into the hallway where the camp is, but he pauses at the fork before doing so, giving you time to kill whatever you're fighting before engaging him.

The second camp is near the frogs room (Frogs drop oil for making the water sprinkler thing, so are sometimes worthy of camping), to the north of the room with Swordfang and the Ferocious Barracuda. The Triloun Egg Keeper is also nearby. To get there takes a bit of fighting, or a lot of luck. From the zonein, go right instead of left, and into the tunnel. There will be a triloun champion there who always sees invis, though he might be to the south (he roams) and you might be able to slip past him. He hits for 900ish and is Mostly Slowable. From there, move north, and go left (north) at the next fork. You may have to kill 2-3 more roaming triloun champions. Turn right at the next fork, and you'll be in a long tunnel heading east, with a static frog at the end.
There's a single triloun champion who wanders through here now. If he's dead, it's safe to AFk there for a little while.

The Named, their rooms, and how to pull them

Camp 1: Sharks.

Sharks is the best camp in the upper area of this zone. This camp services four named, three of which can drop the sharkspine club. It is possible for a shaman and a shadowknight with decent quantities of elemental gear and AAs to actually duo this camp, then call in guildies/friends for reinforcements should a named pop. Having personal experience doing this, it is quite viable, but it's pretty tough. Healing AAs and a mana pres item are reccomended. At the very least you can keep 1-2 placeholders down. You want your club, and SKs want thier pet weapon, so it's perfect harmony. About 1/3 of my total time spent here was duo action, though sometimes we added a cleric or druid to loot a freebie mace/shield. As a bonus, you can rarely get <A HREF=http://lucy.allakhazam.com/item.html?id=21732>Shimmering Fish Gills</A> here, which are used to make <A HREF=http://lucy.allakhazam.com/itemlist.html?searchtext=Farwater>Farwater Scale and plate</A>armor, which is arguably the best chain/plate elemental armor.

Sharks hit for 1029 (Hammerheads) and 1048 (Normal) Max hit. They're "Partially" slowable, and most of them are level 65. They don't hit particularly fast however, and Quiescence was able to keep my buddy Reyortsed alive most of the time, although I kept tnarg's up to counter spikes in DPS. Here's the 4 named you'll encounter here:

(Numbers correspond to the attached map)

1) <A HREF=http://eqbeastiary.allakhazam.com/search.shtml?id=11596>Gigadon</A>: Normal Shark look, Max Hit of 1259, Slightly Slowable. Rampages.

To reach Gigadon's room, from the camp spot you will need to kill the wandering shark near the camp, then turn north, and hang a left at the next fork (There's a trap, don't go near the sponge thing). Go straight at the next fork (another trap, again mind the sponges) and you will see an opening with many sharks swimming around in it. His room has 7 wandering sharks none of which see invis (although he does), as well as his placeholder (doesn't see invis). About 2/3 of the time, the placeholder is a blue con "a reef shark" which makes it easy to single out from the others which are always level 65. Sometimes it does spawn as an even con though, which makes you clear the entire room to be sure you've killed the placeholder. Rest assured that only one shark in the room is capable spawning as gigadon, or the reef, it's not random like PoFire nameds are. Gidadon drops the <A HREF=http://lucy.allakhazam.com/item.html?id=27318>Shield of Coral</A> (DRU, Common), <A HREF=http://lucy.allakhazam.com/item.html?id=22899>Coral Headed Mace</A> (CLR, Common), <A HREF=http://lucy.allakhazam.com/item.html?id=26038>Opalescent Two Handed Sword</A> (SHD, Rare), and <A HREF=http://lucy.allakhazam.com/item.html?id=21885>Sharkspine Club</A> (CLR DRU SHM, Rare).

2) <A HREF=http://eqbeastiary.allakhazam.com/search.shtml?id=12431>Hammertooth</A>: Hammertooth is (gasp) a hammerhead shark. Exact same situation as Gigadon, however his room is to the south. From the camp you go south at the fork instead of north, and south again at the next fork. There is a static shark here as well as a wanderer. This room also has 8 wandering sharks in it, and the exact same placeholder setup, though it is called "a reef hammerhead" when it cons blue. Again, if you see that mob up, it's the only one you need to kill and you can work on clearing other areas/spawns. The sponge thing right at the entrance to the room can be a trap just like the others. Hammertooth hits for the same as Gigadon, but he flurries instead of rampaging. He drops the same loot as Gigadon.

For both these rooms, your best bet for pulling is to either have bard do it (duh) or have a SK, Necro, or Monk pull and feign, then you pull the last remaining mob back to the group (pull using malos). The pathing is surprisingly good, and it's hard to lose a mob really. Failing that, if you have a cleric or enchanter, they can pacify 2 to 3 of the sharks and making the break a little less shaky.

Every mob before the drop down is mezzable, barring any named. Nothing summons either. If you have crowd control don't be too squeamish about bringing two, as you can just keep one mezzed fairly easily (they aren't too resistant after malos.)

3) <A HREF=http://eqbeastiary.allakhazam.com/search.shtml?id=12783>Razorfin</A>: To the east of the camp is the first large room in the zone, with many wandering mobs, all of which con blue, except potentially the placeholder which will usually con even. If you see a level 65 "a greater piranha" (cons even) then that is the placholder. It can spawn as a normal, blue con one though. If they're all blue, simply pull all the piranhas in the eastern half of the room to be sure, as there's only 4 or so of them in there. I'm not sure how hard razorfin hits, since surprisingly I was never hit by him ;) I hear it's in the 1100ish range. Razorfin was partially slowable, so he's definitely not as hard as the named sharks. Razorfin also drops the same 4 items as both named sharks.

A benefit to pulling this room is you can sometimes spawn dire charmable mobs (A young sea turtle, for instance), which crank out some nice DPS if you have an enchanter or druid along.

8) <A HREF=http://eqbeastiary.allakhazam.com/search.shtml?id=11311>Triloun Seer</A>: Head as if you're going towards gigadon's room, but go east at the 2nd fork instead of west. There's a large room here with a trap near the entrance, and many roaming trilouns inside. Not advisable to pull much here if Grioihin the Wise is up. Promising people you'll pull trilouns to get them pieces for thier gate necklace is a good way to entice people to camp this zone with you. He is an enchanter, and most likely hits for the same 1-1.2k everything else does (Was too busy trying to nuke me for me to actually get an accurate representation of his melee damage). Just be wary because he'll come hasted. This guy drops the <A HREF=http://lucy.allakhazam.com/item.html?id=25986>Plankton Laced Greatsword</A> (WAR PAL SHD RNG, Common), <A HREF=http://lucy.allakhazam.com/item.html?id=20889>Pearlescent Gemstone</A> (MAG, ?Unknown Rarity), and <A HREF=http://lucy.allakhazam.com/item.html?id=21852>Oblong Seashell</A> (WAR RNG MNK BRD ROG, ?Unknown Rarity). It's unknown what the placeholder for him is. I don't recall anything in that room being blue.

Camp 2: Swordfang/Ferocious/Turtle/Keeper.

There's really no convenient name for this camp. I usually got stuck doing it when either 1) Someone else was at sharks, or 2) I had a whiny bard in tow who wanted a shot at thier weapon. There's only one mob at this camp who drops the sharkspine club, but this camp is more likely to make more people happy. Once you set up in the tunnel, the first mob you're going to pull is the static frog to the east of you. From that point, you can pull more frogs... The benefit of killing them is they drop <A HREF=http://lucy.allakhazam.com/item.html?id=21740>Oil of a Frog</A> which is used in making a <A HREF=http://lucy.allakhazam.com/item.html?id=29032>Ceramic Water Sprinkler of Marr</A> which sell extremely well, or are useful for guildies without mana pres (or yourself!) Also there's <A HREF=http://eqbeastiary.allakhazam.com/search.shtml?id=12784>a named frog</A> there who is about the same difficulty as Razorfin, however he drops no loot (he can drop a Rune though)

Sharks are significantly better exp than this camp, as well.

(Numbers correspond to the attached map)

5) <A HREF=http://eqbeastiary.allakhazam.com/search.shtml?id=12780>Swordfang</A>: Swordfang spawns on the north end of the room south of where you are camping. His placeholder is usually a blue con reef swordfish, though it can be a level 65 one (Notice a trend here?). You're going to want to enter this room from the northeast corner (go south past the frogs room and hang a sharp left), and his PH should be wandering near the entrance to the room. Swordfang hits for 1k, and is a warrior unlike other swordfish, so he can't backstab. He's "Mostly" slowable as well, so tanking him isn't too bad at all. He does flurry. There are a few traps in the room also. Again watch out for sponges, each one can spawn mini fish which are level 61 and hit in the 400ish range. Swordfang has the same drops as the named sharks, and razorfin, though he's probably the easiest of all the mobs who drop the club.

6) <A HREF=http://eqbeastiary.allakhazam.com/search.shtml?id=12430>Ferocious Barracuda</A>: Same situation as swordfang, but he's in the southern end of the room. Placeholder is a blue con reef barracuda, but it can spawn as an even con normal one. For pulling him, you should work your way south along the eastern wall pulling what you can, until you can get a clear shot. Like Swordfang, the Ferocious Barracuda is partially slowable, and hits in the 1100 range. He can drop a <A HREF=http://lucy.allakhazam.com/item.html?id=20887>Coral Shard</A> (ENC, Common) or <A HREF=http://lucy.allakhazam.com/item.html?id=24594>Coral Hilted Shortsword</A> (BRD, Rare). I've seen at least 5 shards drop personally (one of which I looted on the outside chance it was inventory clickable). I don't think there are any of the bard weapon on my server :(

7) <A HREF=http://eqbeastiary.allakhazam.com/search.shtml?id=12781>Triloun Egg Keeper</A>: A named mephit. I've never seen him to be honest, but he spawns in the room with the mephits south of the static spawn frog near this camp. He drops the same loot as the Triloun Seer, and I'd assume he hits for the same. Let it be noted that there are many traps in his room, so going inside isn't a very good idea.

4) <A HREF=http://eqbeastiary.allakhazam.com/search.shtml?id=11025>Monstrous Sea Turtle</A>: This guy spawns in the first room, on the east side (Opposite where Razorfin does). Assuming you have enough DPS to clear the Swordfang/Fero room, you can move west at the south end of that room, kill a couple triloun champions, and pull the placeholder (An even con Greater Sea Turtle). Once again, the placeholder can be a normal, blue con turtle like the others in the room. Usually best to leave this one to a bard to pull, since the only reason you'd really bother with him is for the bard sword. He can also be pulled to the sharks camp, albiet with a bit more difficulty. The Monstrous Sea Turtle hits for the same as Razorfin, and I'm not aware of him being able to rampage/flurry. To the best of my knowledge he is slightly slowable, though I could be wrong. I never bothered with him much. He drops the same loot as the Ferocious Barracuda.

Final Notes, oddities, tips, and advice

1) The best way to get people here to actually camp this zone is to promise them loot. People will argue that the water piece for the gate necklace is the hardest to get due to the fact that nobody comes here. Most melees will be happy to help you out here in exchange for you pulling some trilouns. You're after the club, and you'll see several cleric maces and druid shields before your club drops, so entice a cleric (even a bot) or a druid to come along, because a 100 hp/mana primary weapon that doesn't suck is nothing to sneeze at, nor is a 40ac shield with 85hp/mana, awesome saves, and clicky evac. Decent shields are hard to come by in the elementals, and I know a lot of my druid guildies were using Tactician's Bulwarks before people camping this zone got them one of these.

2) The experience at sharks is surprisingly good. If you are tired of the ****-brown of Plane of Earth, and the constant red of fire makes your optic nerve want to detach from your retina, the cool blues and dark and mysterious tunnels can be a pleasant change of scenery. PoWater is one of the nicer looking planes. I would rate sharks somewhat below PoFire tables as far as experience is concerned. It's leaps and bounds better than PoE trash.

3) Sometimes when pulling Hammertooth's room, if the puller dies or feigns, it's possible for sharks in his room to wander north randomly and not reset, eventually stopping somewhere between Grioihin the Wise's room and the lair of Coirnav Himself. I had to petition once and get a GM to revert them when the placeholder got stuck down there :( be wary when using FD to break the south room. If you notice the sharks are swimming north instead of back south to the room, send a sacrificial lamb in to agro all of them, and die in the room so they'll go back where they should be. This is a fairly rare occurrance however, so don't fret about it too much.

4) Once the spawns are broken up, shamans make excellent pullers in PoWater. Tag the mob with malos and high tail it back to the group, where a stun or darkness will most likely land and get it off you (or Incite), so you can promptly slow it and get busy.

5) Virulent Paralysis is your friend. When I was in a group with just me, a rogue, a warrior, and a druid, I was stuck being the puller. If you get one add, hit it with VP and it will not only throw the mob back (and up) considerably farther than it would on land, but it'll most likely hold for at least a minute or more while you get the other mob under control. It takes balls of steel to break the rooms as a shaman, but it's doable. Detrimental haste helps immensely :D

6) The more you hunt here, the more this zone grows on you. People who actually bother coming here often tend to be more mature and patient. This is a great zone to enjoy with a group of friends, and is very rewarding. People who refuse to come here... well you probably didn't want to group with them anyways ;)

7) Traps: Usually it will be a placeholder so even if you get close to a sponge, it's not very likely that one will actually be there. Sometimes the trap-spawned mobs can see invis (though not usually) so take that into consideration. They tend to depop after 10 minutes if not agro'd.

8) Be sure to check for roamers before starting pulling repops, it can be deadly. Spend some time here and you'll get it down to a science.

9) Coincidentally, the classes most likely to want a rare drop from named here make an extremely good trio to handle camping. Bard/SK/Shaman is a great team, and if your gear is good you can probably keep both shark PHs, razorfin, and the turtle all down with just these 3 classes once you've spent some time here and learned the zone. The club, sword, and bard poker are sadly very rare, but when you finally get it it will make it all the more special :)



It took me 33 AAs spent in this zone to see my club drop. For some people this is an incredible number, for others it is not. I'm still not sick of this zone yet. Hammertooth is the mob that dropped it for me, and strangely enough, Razorfin popped not even an hour later and my SK guildie scored his sword.

Self buffed, with Swift like the Wind and FA, and a 41% haste item, I average around 45dps when tanking, and 50-55 when not. I augmented my club with a Silver Flecked Crystal of Agony (540 points in EC) which is a 125 poison DD. The actual proc on the club seems to go off 2-3 times per fight, and getting crits with it is nice. The Bile proc from the augment procs about twice per minute.

I haven't had Rabid Bear long enough to do some extensive parsing, but it seems to kick the DPS up into the 70s, possibly the 80s. With raid buffs, rizlona's, and SoP/SoT and more Vengeance gear, I wonder if I could push 90? :) It's a great weapon, and very fun to be able to smack things around some and actually do some decent damage. With 280 strength, my max hit is 134. This thing easily outdamages any non-PoTime cleric hammer.

Good luck getting yours! :)

*glori note, I have to come back and fix this formatting eventually*
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