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The Spirit Realm • View topic - DoD - Getting Level 68 Spells (Lingering Sloth)

DoD - Getting Level 68 Spells (Lingering Sloth)

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DoD - Getting Level 68 Spells (Lingering Sloth)

Postby Valsuvious » Fri Sep 16, 2005 3:40 am

Stoneroot Falls

Speak with Kelliad who is at loc 707, -1830. From him you can work on five tasks, one at a time. They can most likely be completed out of order, but they all need to be finished before you will receive your level 68 spells/discs. The first three tasks are basically the same, you will be heading to an instanced version of Stoneroot falls where you will run off and kill a certain number of Drachnids and sometimes have to loot somethin from them and return them to Kelliad. I did the first three of these missions with Shaman, paladin, beastlord, chanter, cleric and monk. The last two I did with Shaman, paladin, beastlord, beastlord, monk, and chanter. They were all super easy I thought.

A Rogue's Trust
Pretty straightforward. You will be sent to talk to Meldrek, who is at loc -198, -1740. Once you have spoken to him, he will send you to an instanced version of Stoneroot Falls. You need to kill a bunch of Drachnids, and then return home

caster: Pain-Suffused Mask
melee:

Scouting the City

Same as above, this time you need to kill a few more mobs, and rescue journal from a named Drachnid. The named will spawn in one of the buildings to the east of the area - up on the second floor

caster: Loose Weave Neckguard
melee:

Building the Disguise
Same as above, but this time you have to kill a bunch of Drachnids and special Drachnids to loot a few items to make disguises for yourself. At the end of it, you kill a named guard who it pretty weak, but was unslowable. He also seemed to get stronger as his hps went down, although I do not know by how much.


caster: Rippled Cape
melee:

The Search for Illsuras

Of interest to note here, is that you do not zone in through talking to Meldrek, but instead zone in by the very back entrance of the City inside of the non-instanced Stoneroot Falls. You start off looking like Drachnids (for your viewing please, I hope that you have a FD class with you. It's funny to look at them FD). Do not cast any illusions on yourself, or any type of shrink, cause I think that it will turn you back into another form, and you will have to zone in and back out to reset yourself. You do not have to invis during this, even though if you con the mobs they will all con as kos. Follow the Overseer to the back where you will speak to the Commander, who sees through your disguises and you have to fight them both at once. The Overseer was slowable, the Commander was not. I was the only healer when we did this one (aside from the 2x beastlords and the pally) and I did not have a problem keeping any of them up. Before you start off, I would make sure that eveyone is ready and that all follow the Overseer closely when he takes off. He moves pretty fast, and we had our chanter slow a bit and ended up getting smoked when the General saw through our disguises. Once both mobs were dead, we were able to invis back up and find out where the chanter had gone, so didn't have a problem with see invis mobs that way. The rest of the mission is pretty easy, you have to step on a plate to open a door a few times and eventually get to an area with two more guards and a named. The named will despawn when you pull the guards. They are pretty easy

caster: Deathshed Priest Mantle
melee:

The Rage of Kelliad

Only thing to do here is to just kill the 9 guards and then fight the Prince. The prince will stop attacking you and walk back to his throne area sometime in teh fight, so you just need to pull him again. Two adds spawned when we did it, but they didn't do anything.

caster: Adorned Acolyte Mask
melee:

You receive you level 68 spell after speaking again with Brother Hidden Path, who is in Undershore near the Prophet's tent.

Shaman: Lingering Sloth
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Postby XeroOmega » Fri Sep 16, 2005 10:47 am


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Postby Sownow » Fri Sep 16, 2005 12:08 pm

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Postby Samanna » Fri Sep 16, 2005 6:23 pm

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Postby Henora » Sat Sep 17, 2005 4:24 am

Last edited by Henora on Sat Sep 17, 2005 8:01 pm, edited 1 time in total.
, shaman of - Terris Thule ( now The Rathe )
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second task named

Postby sharringan » Sat Sep 17, 2005 5:30 am

Spiritwalker and Drug dealer of Raging Fury
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Postby Samanna » Sat Sep 17, 2005 8:02 am

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Postby Valsuvious » Sat Sep 17, 2005 12:58 pm

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Postby Henora » Sat Sep 17, 2005 1:39 pm

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Postby Aruman » Sat Sep 17, 2005 5:12 pm


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Postby XeroOmega » Sat Sep 17, 2005 5:18 pm

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Postby Lickity » Sat Sep 17, 2005 6:59 pm

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Postby Henora » Sat Sep 17, 2005 8:00 pm

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Postby XeroOmega » Sat Sep 17, 2005 11:12 pm

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Postby Valsuvious » Sun Sep 18, 2005 5:28 am

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Postby waywreth » Sun Sep 18, 2005 2:18 pm

What faction do you need for the final mission in this series?
I've done the first four but Mel won't port us in for The Rage of Kelliad.

We got in using bard hide/sneak.
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Postby Valsuvious » Sun Sep 18, 2005 3:13 pm

There is no faction work for this, and honestly, I cannot remember exactly how we entered the final area sorry, but I think that it's the same as how you entered the 4th mission.
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Postby waywreth » Sun Sep 18, 2005 6:00 pm

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Postby Bethiana » Sun Sep 18, 2005 11:44 pm

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Postby Samanna » Sun Sep 18, 2005 11:46 pm

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Postby Bethiana » Sun Sep 18, 2005 11:47 pm

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Postby KB » Mon Sep 19, 2005 12:09 am

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Postby Zethrir » Mon Sep 19, 2005 6:23 am

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Postby Jessikah » Mon Sep 19, 2005 9:29 am

Just a note on the Prince (The Rage of Kelliad) -- he's got a TON of hitpoints. He went back to his throne twice when we fought him (leaving the cleric pretty much OOM). This is when we realized he hadn't been summoning... and he's rootable. :D

And Samanna.. here's the rewards we recieved so you can add them to your list (all easy missions).


68.2 End Chest
Image

68.3 Caster
Image

68.3 Melee
Image

68.3 End Chest
Image

68.4 Caster
Image

68.4 Melee
Image

68.4 End Chest
Image

68.5 Caster
Image

68.5 Melee
Image

68.5 End Chest
Image
Last edited by Jessikah on Mon Sep 19, 2005 9:36 am, edited 1 time in total.
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Postby Valsuvious » Mon Sep 19, 2005 9:32 am

I received permission last night to cast Sloth on a guildee during our Yar'lir fight. I waited until the mob was at 5% then cast it on him to see him quickly go down in a heap. Was great fun indeed. My guild leader sent me a tell to also cast it on another main tank that we have but I couldn't find him in time to get it before Yar'lir died.

Good times.
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Postby Lickity » Mon Sep 19, 2005 12:26 pm

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Postby Samanna » Mon Sep 19, 2005 12:32 pm

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My experiences...

Postby waywreth » Mon Sep 19, 2005 1:23 pm

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Postby Bethiana » Mon Sep 19, 2005 1:31 pm

Fight him on his spawn point and he doesn't do this. Currently the adds are broken too. They spawn, are yellow con, scowls ... but don't move.
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Postby Tracor » Tue Sep 20, 2005 2:39 am

Just got done with the 3rd stage of progression.

Building the Disguise
Same as above, but this time you have to kill a bunch of Drachnids and special Drachnids to loot a few items to make disguises for yourself. At the end of it, you kill a named guard who it pretty weak, but was unslowable. He also seemed to get stronger as his hps went down, although I do not know by how much.

We had 2 Rangers, Paladin, BL and myself. Our monk was LD when we engaged the boss, so we only had 5.

Healing is deceptive on this mob. I would definately save your epic and trigger it when the mob is around 50% health instead of starting out with it <incase you are main healer>.

At the very end, our Paladin reported getting hit for 3458. He said the dps increased around 200, 400, 700, 1400, 2500+ and finally 3400+ at the end. We ended up losing the Paladin when boss was at 2%, A Ranger went down when boss was at 1% and I tanked it for 5 blows till the other two killed it.

We used Rangers WS going into this to start since we had no idea what we were in for. I would recommend having your rangers take agro on the Boss around 25% and use WS. That's what we will probally do if we run it again, since the heavy dps is backloaded on this mob.

Hope this helps.

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Postby Abividad » Tue Sep 20, 2005 1:39 pm

The Warlord at the end of Mission 2 really surprises. On my Warrior we put together a pick-up group and slogged our way through this last night. Thanks Val for the loose guide, gave us enough to dope out on our own while giving a push in the right direction. Warlord hits for 2k on Qvic/Time Warrior with 22 shielding and flurries like a madman, 12 times in the 1:37 I lived on our first attempt with Shaman as main healer since Cleric had to leave and we'd been mowing mobs down 3-4 at a time. Parsed 243k damage with Yalp on second attempt with new Cleric, so Shaman DoTs not included in it. He did get slightly easier as fight went on though.

Reverse was true on Third Mission Boss, The Chamber Guard. His melee started slow and built, till after enrage wore off and Defensive was down highest hit was 2971. Casts 3 AEs Web of Flame, a 50 mana/tic dot with root a(-150 fire) ...Infernal Web, A knockback/pushup with snare and a 450 HP/tic dot for 3 tics (-1000 magic) and another root with unknown calculations called Vile Web(-150 disease). All are PBAE.

On Prince we did 735k in parsed damage, but that was over both fights. The adds were bugged I think, spawned when Prince de-aggroed and stood there for about 5 seconds then despawned. We used the time to med and let disc reset, then pulled again and killed. Second time his DPS output was much less than first.
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Postby waywreth » Tue Sep 20, 2005 2:09 pm

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Postby darkpaw » Wed Sep 21, 2005 11:49 pm

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4th mission bugged since patch

Postby Ingtarr » Thu Sep 22, 2005 3:04 am

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