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The Spirit Realm • View topic - DoD - Getting Level 70 Spells (Hungry Plague)

DoD - Getting Level 70 Spells (Hungry Plague)

Timeless Saves - Check here first for ginormously useful info.

Moderator: Shaman Mods

Postby Jeones » Thu Oct 13, 2005 1:10 pm

<center>
It's better to regret something you have done than something you haven't done.</center>
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Postby Brohg » Thu Oct 13, 2005 2:21 pm

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Postby Jeones » Thu Oct 13, 2005 2:27 pm

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Postby Vincenzo » Sun Oct 23, 2005 8:27 am

OK some more detailed info about the 70.1 mission (preemptive strike)

Preliminary Info:

Once you are inside the zone you will find yourself on a ramp leading down to a large cave like room , and a stone statue of a snake suspended from the ceiling.

Most of the mobs in this instance are undead, and see through invis, but not IVU. There are exceptions.

Immediately at the bottom of the ramp is an invisible pit trap, that drops you down into the tunnels below (with many mobs on the way back up), so the first thing to do is make sure that everyone has Levitation/DMF etc.

The mobs don't hit that hard on a strong tank (my guild is mainly qvic+ geared, with tanks geared tacvi+), but what i did notice is when the mobs hit me they hit for the max hit more often than most trash mobs I am used to seeing. All mobs slow fairly easily with Turgurs after Malos.

The pathing can be horrific due to the layout of the place, and your vision is obstructed most of the time, so most pulls are 2, sometimes even 3 mobs, even with an experienced puller. If you have a FD puller in the group (highly recommended for this) then you will have a smoother ride. I did the pulling myself recently in a group with no mez, using root pretargets, and it kind of worked, but was hairy at the best of times. VP3 AA lasts around 10 seconds max on most of these mobs. I didnt have time to debuff DR though.

Stage 1: Clearing to the Chest

Your first task is to start pulling trash mobs to the group. Take it nice and slowly at first, there are a lot of roamers, and much potential for adds on pulls. A mezzer class with the high level mez spell needed is very useful in this mission, though it can be done without. A necromancer with high level undead mez can also do a lot of good here, since most mobs are undead.

Be especially wary of that pit, and clear the roamers and static mobs from the main hallway in front of you.

Ignore the named at the bottom of the cave for now. Use an eye to scout the tunnels leading to the smaller caves left and right to locate the chest. For us it was in the first tunnel on the right, but it may be random, so double check.

Once you have the chest located, clear all the mobs to it, and get someone to loot the item in the chest, which is the key to the door behind the named.

Stage 2: Guardian of the Pit
After the trash in the main cave is clear, and you have the key, move the group down to just in front of the large Gargoyle looking named Guardian of the Pit. Prepare to engage.

He hits fairly hard, nothing outstanding that a raiding guild can't deal with. He is Turgurs slowable fairly easily after Malos (1-2 casts) and has a Rampage which has some decent dps on it, that can take down poorly equipped casters. He enrages near the end of the fight, and have seen two warriors almost suicide by not stopping attack fast enough.

Once he is dead, the person with the key carefully walks up to the door and clicks it.

Stage 3: The 10 shilliskin captives
Directly behind the door is a platform with ramps leading down on both sides to the final room, which is full of mobs, some standing up and some lying down (appear sort of dead), but all targetable.

Start by clearing the 2 mobs standing right behind the door.

UNlike the rest of the instance, the mobs on the floor are normally living (not undead) and they REPOP, with a fairly slow timer (20 mins?).

Most of the pulls here are 2-3 mobs, so FD is very very useful when you reach this stage. THe mobs tend to corpse camp a lot, and pulling is tricky.

These final mobs hit harder, and many of the mobs (the shilliskin, never the drachnid) emote soon after you engage them (yellow emote text) and "transform" into a "Shade" -- distinctive black shadowy look.

In shade mode they are a new mob. They have lost all debuffs on them previously, and they hit significantly harder than anything else, and have a lot of HPs compared to the rest of the trash. You need to kill 10 of these mobs to complete the mission.

These mobs are problematic. When you have 2 unslowed in the camp beating up the group, without very very skilled healing and teamwork in general the group wipes. So try to bring them single. The big problem is once they turn into shades, their agro resets, and they effectively remain in the spot where they "popped". This can make it tricky even for an FD puller.

Mobs are rootable (high DR on them so normal root), but root lasts no more than 10-20 seconds at best.

Stage 4: Final Clean up
Go back up to the zone in (careful of the pit trap) and open the chest to reveal loot. Was a sword that all the melee in my group laughed at.

Get back to Undershore to speak to the NPC to get your flags, and the freebie item (as mentioned earlier in this thread, a clicky regen belt for shamans).
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Postby Ochi » Sun Oct 23, 2005 11:56 am

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Postby Henora » Thu Nov 10, 2005 9:20 pm

, shaman of - Terris Thule ( now The Rathe )
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Postby Henora » Sun Nov 13, 2005 10:48 pm

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