Murdunks last stand

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Murdunks last stand

Postby Bigcat Daddy-o » Wed Dec 24, 2008 1:05 pm

Holy crap those guys come fast.

Any tips on how to beat this, beyond 'lots and lots and lots of dps'?

I got overun, and tried evacing hoping I that I could let a few get by but still get back in the flow, but the zone in is heavily populated so THAT was a bad idea. :)
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Re: Murdunks last stand

Postby Tanom » Wed Dec 24, 2008 2:06 pm

When you zone in go north and get in the gap that you to the east side of the big room. Pull the mobs in to there as they run you should be out of the pathing. Take breaks if you have to but don't let 9 go by.
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Re: Murdunks last stand

Postby HawklordXegony » Mon Dec 29, 2008 3:02 pm

Bigcatt and I teamed up to do this. We only had 2 get by. :lol:
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Re: Murdunks last stand

Postby Bigcat Daddy-o » Mon Jan 05, 2009 3:13 pm

And it was a lot more about you getting it done for me, than the other way round! :)

4 of yours to two of mine. That wizard DPS is off the chart. Mage helped a lot on that run mind you. They do amazing dps. Really gonna miss that mage. :(
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Re: Murdunks last stand

Postby Sarkaukar » Sat Jan 24, 2009 8:23 pm

Do the mobs run or walk?
Can they be snared/rooted, other than mez (other than giants)?
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Re: Murdunks last stand

Postby Kumudil » Mon Jan 26, 2009 4:58 am

The mobs run .. fast. Dont know if rootable/snareable. Made it this Weekend for the first time.
Group-setup: Pala, Shd, Ber, Nec, Shm, Dru. Mostly Groupgeared SOD T3. All lvl 85 and most RKII SOD Spells. Averange about 1,5K AAs (pala, shm, ber 2k+).
Tactic: Run in and alittle around a corner, just out of the path of the mobs. Outdoor, so Caster on the mounts.
Pala tagged mobs while running by. Pala went even ld for some 4 mobs and came back in, in the meantime Shd took over. Shm mainhealed.
After the "win" there where still 5 mobs who ran by. As you can miss max. 9 mobs, this means that 4 mobs passed until Taskupdate. Two of them just because they runned to fast and pala missed to tag them, not because we needed to med, the other two must have been during the ld of the MT, haven't seen them.

No named spawned, don't know how hard he would have been.

So what Tanom wrote worked well for us: Find spot close to their path but out of their way, you won't loose time pulling. Than dps down what you can and let pass what you can't.
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Re: Murdunks last stand

Postby Kruzar » Mon Jan 26, 2009 12:28 pm

I actually like this mission for a good group lesson burn... we setup very close to the portal and pull the mobs in as they spawn. We have not had 1 get by us with this setup, and actually kill all the mobs in a burn session. We do bring fairly heavy dps to these missions, and we are mostly MMM/Crys geared. Normal group setup, Tank, Druid, Druid, Rogue, Rogue, and misc class...

These mobs do not seem to hit much harder than the Warrens regulars, and this is where we normally go for xp anyways. There is a very clear spot by the portal that you can setup and just wait for the spawn. If you need to let one go by it is np....
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Re: Murdunks last stand

Postby HawklordXegony » Mon Jan 26, 2009 5:33 pm

Sarkaukar wrote:Can they be snared/rooted, other than mez (other than giants)?


Not sure whether they can be snared or rooted but it really doesn't matter. If you have to root them you're better off letting them go and grabbing the next one. Otherwise they'll stack up and the next one through will aggro on the rooted mob anyway.

Assuming you are group geared this mission is hard at first. After you get some T5 weapons, T5 caster focus, etc. it gets much easier. We did one over the weekend and only one mob got through. This was with a bard, shaman, monk, warrior, wizard, and merc cleric... all level 85 and group geared.
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Re: Murdunks last stand

Postby Spetsnas » Mon Jan 26, 2009 9:14 pm

HawklordXegony wrote:
Sarkaukar wrote:Can they be snared/rooted, other than mez (other than giants)?


Not sure whether they can be snared or rooted but it really doesn't matter. If you have to root them you're better off letting them go and grabbing the next one. Otherwise they'll stack up and the next one through will aggro on the rooted mob anyway.

Assuming you are group geared this mission is hard at first. After you get some T5 weapons, T5 caster focus, etc. it gets much easier. We did one over the weekend and only one mob got through. This was with a bard, shaman, monk, warrior, wizard, and merc cleric... all level 85 and group geared.


It's one of the more interesting missions. First attempt we managed to aggro some of the yard trash and by the time mission mobs started to arrive we were hopelessly behind and wiped. A high DPS group might have managed it but we had a low DPS 50% boxed group.

Ranger
Warrior
Monk
Shaman [box]
Shaman [box]
Cleric [box]

What worked for us was setting up not far from zone in and tagging mobs as they ran past in the "gully", if we were ahead on killing that particular mob we tagged the next one when it appeared, if we were a little behind the Monk chased and tagged it and if we were seriously behind we let it go. Ended up winning with six getting past and a huge pile of unlooted corpses. Dropping one box for a real person would have made it a lot easier.

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Re: Murdunks last stand

Postby Sarkaukar » Tue Jan 27, 2009 1:17 am

Aye, thanks for the replies. As mentioned, we attempted to CC mobs via snare/root off/kite and that caused more problems than anything. This is what I posted on SOE forums. I actually started the mission at lvl 84 with 5% of exp left for 85, when we first started :) Below is basically my experience from the 4 tries and 1 win.

As a ranger, tanked this mission (shudders) with mix of Tier 3 group, 3 pieces Fabled and 3 pieces Cultural/Demi, cleric, another ranger, beastlord, druid and wizard, with 1.5-2k AA. Buffed/Tribute 30k hp/4.1k ac. I felt really sorry for the cleric, poor thing. All other members approx same progression level, I won out as tank as I had the most AC (lazy beastlord), and switched between shield/dps.

* Mobs' hp varied from approx 170k to 240k, but round it off to 200k.
* Spawn timer is every 45 secs
* 200k/45 secs = 4444.4 group dps, or 4/6 toons 1111.1 dps/each. Top end 5333.33 group dps, 1333.33 dps/each for 240k mobs.
* A group would be ok if they allowed one to escape for every 5 mobs killed.
* Do NOT try to CC right off the bat (learned that lesson on 4th attempt. 5th attempt no cc, won). This allowed druid to concentrate on dot/backup heals.
* For our group, overall 4100 dps/group, inwhich 5-6 reached RCC zone before 35th mob was killed.
* Likely start burning discs early, so they will refresh a few times during the mission, as the mission length would be approx 30 minutes (40 mobs spawned total, which 5 gets by).
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Re: Murdunks last stand

Postby Kruzar » Tue Jan 27, 2009 2:52 pm

I think the biggest lesson on this mission is that it is a burn thing.. the faster they go down the easier the mission. Our group makeup for this is super heavy on the DPS side, and we burn like fiends through this thing. In the 30 minutes given for LoTD... we basically slaughter all of the Pops from the Portal and any of their friends that may happen to wander by.

Good times...
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Re: Murdunks last stand

Postby Keltsete » Tue Jan 27, 2009 10:23 pm

I don't even think a huge amount of dps is needed for this mission just have to have a decent number of dps classes.

Last time I ran through this mission it was 3 people, a warrior, cleric merc, mage boxing a 2nd mage, and me boxing shaman/monk.

All of us wearing t4/t5 gear at the time mostly t4. As long as you have 3 true dps classes I'm convinced any group could handle this.
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Re: Murdunks last stand

Postby Sarkaukar » Wed Jan 28, 2009 1:24 am

Keltsete wrote:I don't even think a huge amount of dps is needed for this mission just have to have a decent number of dps classes.

Last time I ran through this mission it was 3 people, a warrior, cleric merc, mage boxing a 2nd mage, and me boxing shaman/monk.

All of us wearing t4/t5 gear at the time mostly t4. As long as you have 3 true dps classes I'm convinced any group could handle this.


For each mage, that is 2 each, considering the pets dps output, the warrior of course then the monk. Most would say that group has the dps of 5-6 people, mages are nuking, pets attacking, warrior and monk. Depending on the shaman debuffing/loading up dots/canni/etc. That is a nasty group, especially if they are in t4/t5 gear and the mages with their pet focus from Zeb. You are underestimating the power of those mage pets.
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Re: Murdunks last stand

Postby Keltsete » Wed Jan 28, 2009 1:38 pm

Sarkaukar wrote:
Keltsete wrote:I don't even think a huge amount of dps is needed for this mission just have to have a decent number of dps classes.

Last time I ran through this mission it was 3 people, a warrior, cleric merc, mage boxing a 2nd mage, and me boxing shaman/monk.

All of us wearing t4/t5 gear at the time mostly t4. As long as you have 3 true dps classes I'm convinced any group could handle this.


For each mage, that is 2 each, considering the pets dps output, the warrior of course then the monk. Most would say that group has the dps of 5-6 people, mages are nuking, pets attacking, warrior and monk. Depending on the shaman debuffing/loading up dots/canni/etc. That is a nasty group, especially if they are in t4/t5 gear and the mages with their pet focus from Zeb. You are underestimating the power of those mage pets.


I realize power of mage pets... they are not another person. Maybe you could say the two pets equals 1 warrior in terms of dps. Also because we were boxing it's tougher to be efficent so the person playing the two mages would only attack with one each mob and just alternate to keep mana levels high.

The point is if you grab 3 true dps classes (monk, rogue, berserker, beast, wiz, mage, necro, ranger, druid) any combination of those + what else you need and prefeably a shaman with lynx the mission overal is not that tough. It's the one mission I can't box on my own in all of SOD group progression.

The first time I beat the mission we had 2 monks, necro, shaman, cleric, war. The second time it was 2 monks and a rogue, shaman, cleric, sk.

It's not really a tough mission it's just 3 group spots have to be true dps classes.
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Re: Murdunks last stand

Postby Mojarda » Wed Jan 28, 2009 3:36 pm

We did it with a brd, mage, beast, pally, shaman and boxed cleric... all basically SoF group geared with a bit of DoD raid gear and some SoD tier 3-4 group gear. After we realized the giants were immune to stun, we just let them past if they spawned (maybe 2-3 of them). We had no problem keeping up with the spawns and didn't let any others past us. We set up not far from their spawn point just a bit off their path. Pally tagged them as they ran by. We had one roamer we killed pretty early on. It spawned again with 3-4 mobs to go. I punted him into a corner and we kept him there till we won.
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Re: Murdunks last stand

Postby HawklordXegony » Thu Jan 29, 2009 8:34 pm

Keltsete wrote:It's the one mission I can't box on my own in all of SOD group progression.


I've 6 boxed it a couple of times (once with an enchanter). It helps having a wizard and rogue/monk. :)
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Re: Murdunks last stand

Postby HawklordXegony » Thu Jan 29, 2009 8:40 pm

Mojarda wrote:We had one roamer we killed pretty early on. It spawned again with 3-4 mobs to go. I punted him into a corner and we kept him there till we won.


Everyone does it differently and everyone has an opinion on how it should be done. With that in mind, what works for me is to set up just a few steps away from where you zone in, the opposite way from the portal. I tag the mobs as they come around that big hunk of rock right there. Tag too early and you could get that roamer. If you wait until they come around that corner you'll never have a problem with the roamer. I have pulled too early and gotten the roamer along with a running mob (go, go Bigcatt healing). That pretty much guarantees the next mob is going to get by.
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Re: Murdunks last stand

Postby Bigcat Daddy-o » Fri Jan 30, 2009 11:42 am

Actually, I think I VPed one of those in that fight. But we did kill them both rather than trying to maintain it VPed.
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