Slavedriver Menlo  

Monster
Screenshot

Uploaded July 24th, 2007

  • Maximum hit: 2,000
  • HP Estimate: 217,500
  • Slowable: Yes
  • Summons: Yes
  • Single-Target Rampages: Yes
  • Enrages: Yes

Every 60 seconds during the fight, 2 of the nearby a dragorn refugee become active and attack. They appear to follow Menlo's agro list when first becoming active. They do not depop when Menlo dies.

Categories: EverQuest | Templatized
This page last modified 2008-05-30 00:59:42.

Minimum Level: 70
Maximum Level: 71
Expansion: Omens of War
Effects Used:Whipping Dust
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simple strat
# Apr 05 2010 at 10:29 PM Rating: Decent
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326 posts
Slavedriver Menlo downed very fast. Only 2 refugees as adds, mezzed them with 79 Enchanter, slow/cripple/tash on Menlo and 80War(20k),MercWar79,EncPet at Menlo, MercClr80 for Heal, was a straight fight. Simply mezz and kill straight. Enchanter did DoT on Menlo also. 2x Greater Muramite Rune and Gloves as drop. Have fun.
Easy solo
# Jan 24 2010 at 5:55 AM Rating: Decent

Soloed last night with 80 cleric, easy if you know what your doing and have patience. Trying to get my monk pole of punishment.
SOLOED
# Apr 09 2008 at 9:36 PM Rating: Decent
Soloed last night with 80 shaman. Can be done easy if you know what your doing


DEADSEASON TheBloodWind
DARK BANE
Saryrn server

Love me, Hate me, I could care less
SOLOED
# May 29 2008 at 6:22 PM Rating: Decent
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1,273 posts
A month later, a few upgrades and a little more smarts, the ranger solos him too! It all came down to a smart strat though.

The adds become active and attack at periodic intervals during the fight, and Not at % decrements of Menlo's hp. And since Menlo is permarooted, that means you can deal with the adds before worrying about him! Unfortunately, the adds do repop about 10 minutes after their deaths. However, they also flee. My strat was to root one add, pull his partner away from him, melee him to about 10% (although he flees at 20%) so he'd flee, then cast AA Entrap for a long snare. I repeated this process until all 10 adds were in a fleeing state, motionless thanks to snare, and effectively out of the fight.

I then medded back to full, buffed up, and got all the adds freshly resnared. I engaged Menlo with the earthcaller to slow him, and then basically threw everything I have at him - discs, AAs, potions, clickies, vets. Without many buffs (teme and kei were all i had besides self buffs), the fight was long. By the end I didn't have a drop of mana, I was at 45% hp, and menlo was dead.

My wife's mage looted the two greater runes that dropped, I announced his 2hb staff up to the general channel (it went to a very happy monk), and I went to bed feeling great. :)
Trioed
# Mar 15 2008 at 6:16 PM Rating: Decent
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1,273 posts
We managed to trio him with 80 ranger tanking (820aa, nearly maxed defensive aas/items, 2600ac, 16khp), 79 bard, and 78 cleric box (like 300aa and a mana pool of about 9k). It was a long tough fight, but we won with both the ranger and cleric OOM.

Useful info:
- Slavedriver Menlo has about 217,500hp.
- Slavedriver Menlo hit upward of 1714.
- Slavedriver Menlo is permarooted.
- Slavedriver Menlo summons/enrages/rampages.
- Slavedriver Menlo couldn't be slowed by the bard.
- Periodically every 60 seconds during the fight, 2 'a dragorn refugee's become active and add.
- The dragorn refugees have 10-15khp.
- The dragorn refugees hit upward of 550.
- The dragorn refugees are snareable/rootable/mezzable.
- The dragorn refugees do NOT summon/rampage/enrage.
- The dragorn refugees do NOT depop when Slavedriver Menlo dies.
- The dragorn refugees always went straight for the ranger tank.


After the ranger and bard tagged Slavedriver Menlo (to assure rampage), the cleric moved to the tunnel. To begin with, the cleric used CHs, but as the adds built up he was forced to switch to PRs, and the occasional HoT and quickie emergency heal.

For the first couple of minutes, the ranger would use AoA (Direcitonal AE) to work down the refugees, and during the first half of the fight we often had no live adds. However as mana on the cleric and ranger got lower, we were forced to change tactics. At the point we had approximately 6 adds, the ranger ran to the tunnel (making several repeated runs there, each time getting further into it with Slavedriver Menlo summoning him back). At a far enough distance, the ranger AE rooted the adds in place, and continued to tank Slavedriver Menlo. The remainder of the ranger's mana (20%) was spent keeping the adds in place (for about 2 minutes).

It would have helped hugely to have had someone bunch the adds into the corridor throughout the encounter and either keep them rooted or let the ranger do so. Next time we do the fight, we will be adding an enchanter box to AE mez, which should make things Far easier.
Trioed
# Jul 11 2009 at 1:16 PM Rating: Decent
41 posts
That is a creative way to have done it. Well Done ! I think the adds cannot be ignored. With their low hp's they can be burned down quickly whilst your MT stays on Slavedriver.
Menlo
# Jun 06 2007 at 4:07 PM Rating: Decent
Killed him last night and the day before with 5 members. Tanked with level 70 Paladin with 11.5k HP, 2100 AC.

70 Paladin
70 Cleric
70 Shaman
70 Rogue
68 Beserker

Woot what a blast, took about 20 minutes and Cleric had less than 5% mana left.

Temujin the Undead Slayer, ZEK server
hiya
# Jun 04 2007 at 8:38 AM Rating: Decent
Hiya got a 75 pally 16k and 3k ac, wondering how much does he hit for and would he be soloable ? thanks anything would help, also how long is his respawn time?

thanks
Not even a full group
# Mar 08 2006 at 4:23 PM Rating: Decent
Killed him today with:

70 Shadowknight
70 Cleric
70 Ranger
68 Shaman

The fight took about 20 minutes, and cleric ALMOST went oom, but we finished him quickly after 20% mana was called.
Monk=no adds
# May 15 2005 at 2:58 PM Rating: Default
Monk stand in hall other stand against wall not in hall but outside

Monk throw somethign at menlo wait 2 misn if adds he fd gets up and trys again if no adds shammy/ench gos in and slows waits 1min if still no adds tank inc healer in chealrange rest rangefights him down real easy
Drinal
# Apr 03 2005 at 10:08 PM Rating: Default
Took down with 3 groups. Some bazaar geared and some pre-ele geared. First try = wipe. Regrouped and gave leadership to me and we beat him without any casualties. Haha. Anyways he dropped 2 Greater Muramite Runes and 1 Delicate Netted Gloves. Won a Rune. We killed all the mezzes and then ported out. Easy kill if people know what they doing.


--------------------------
Arcanist Zanumren Pyrocat
69th Wizard Gnome
Drinal Server
RE: Drinal
# Apr 04 2005 at 1:03 AM Rating: Default
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428 posts
I play on Drinal too Zanumren. I posted a strat down there too...

Peace
____________________________
Life needs more cowbell.

Shaere
menlo
# Jan 28 2005 at 11:42 PM Rating: Default
We took this guy down the other night, took us 3 tries with 2 groups. The 1st time there was adds, the 2nd time there was adds , and the third time there was NO adds. When you try to pull the refugees first and kill them menlo keeps sending them into the tunnle to attack, it's a never ending story, so i suggest when you go after him you get ready , and get down and dirty , dont try to pull adds first
RE: menlo
# Feb 02 2005 at 8:17 AM Rating: Decent
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428 posts
Yes, you should've read my post:) Sometimes adds come, up to 10, in pairs usually, and sometimes none come. Any you kill will respawn in a matter of minutes, so you can use a druid/ench combo to root /mez them, or if you have a raid force, it should not be that difficult.

Peace
____________________________
Life needs more cowbell.

Shaere
Info
# Jan 26 2005 at 9:36 PM Rating: Excellent
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428 posts
Ok, gave ya my school leader tactics, time for My Main Man Menlo(How is that for alliteration).

Alright, first thing the Raid named in Omens for the most part seem to be on little longer then 24 hours. It isn't 36, more like 24 plus 4-8 or somewhere, it typically is 6 hours about after 24 hrs has passed.

N E weigh, when he is up, he has 2 guardians outside his tunnel called Guardian Satire(actually it is Eratis or something, but we spell it backwards, satire!), and Guardian Naven. Both are decent mobs, do not underestimate them, and let your healer afk mid fight. Neither can be snared, but neither run. They can be single pulled.

We invis past them, into the tunnel. Pally stuns one, pulls it in, and keel him! Now, they can do this weird warp thing and you won't be able to hit them, fast spells can land, so try nuking , or just run out of tunnel, and bring them back in to make them hittable with melee. Now this can bring the second one, but he is mezzable, or offtank it, shrug. Just watch for the 3 roamers that come outside, dragorns, one from Bonecracker side, 2 from the other.

Well, you get done with the 2 Guardians, time for menlo. You probably know he is perma rooted (But does summon), and you see all them dragorn refugees. Well, they help him as he calls for aid during the fight, but they do not see invis, so here is what we do to avoid any adds at all(a good way to one group him).

Group makeup is a Warrior(MT) pally(OT and for stuns) Ench(for adds mebbe and nukes) Shammy(dots and heals and such) Cleric (heals duh), and Wizzie(nukes). Since you can dot, I am sure a necro would be fine, and rangers etc , we choose this makeup for a few reasons.

Warrior -- Tankage, defensive
Pally -- Menlo is stunnable
Ench -- adds possible I guess, but for TASH
Sham -- Malos, slows, dots!
Cler -- We hate druids
Wiz -- Nukes, evacs, invis, greater decession

Well, now to explain the fight, and you will see why we chose the classes.

Setup... Everyone is in the tunnel, past the halfway point. We sit cleric on left side, with the pally and war, INVIS. Sham right side, closest to Menlo, not far from tunnel entrance, ench in middle tunnel, next to cleric war pal trio, but behind sham. Reason is, we want ench to have a clear view of the adds coming to shammy, and other 3 players out of the way.\

Now the wiz, has invised (phase walk or long lasting invis please!) and has backed up, invis also to watch the fracas. She has greater decession and evac memmed.

Shammy malo in on Menlo, then slow, if resisted, try again, then putrid (or insid) decay, and cripple. Enchanters... tash AFTER slow is in or attempted, you want shammy to have aggro, not you. Then our sham usually dots menlo once, with utlor or wunshi, and laughs at him. Do NOT dot much if you do, hurt menlo too much and he summons, and well dead shammy.

Once Menlo is debuffed, shammy targets himself, and casts Q, or Breath of Trushar if you got it. DO not use the cleric or pally to heal, let them shaman heal himself, die if need be, or greater decession him, but do not let cleric break invis, the idea is ONLY to have sham/ench aggro to go for one grouping him..

Usually(NOT always) after a few seconds 2 dragorn refugees come charging in. Shammy heals self, and ench mezzes them both. It really helps loads if ench has ae mez... bliss nih'li works fine, no need for wake of felicity, but both work. Once they are mezzed, tash em for easy re mez, and have sham back up slightly.

Reason is, you want space so the next 2 are easily mezzed, and the first 2 are easily remezzed. If sham is bored has time, can malos first 2 and slow em, in case of mez break (we do).

Sham targets self again, and casts heal over time spell, and in a few seconds, 2 more dragorn refugees come, and ench mezzes. Same deal.

RE MEZ often, do not wait the full 30 seconds, mana is not an issue here we are NOT engaging Menlo. Now we got 4 mezzed, and wait for 2 more, so......

Shammy backs up slightly, and waits for 2 more, same deal mezzing. At this point the wizzie uses greater decession on shammy, then ench, and re invises herself. The wiz is at far end of tunnel, so she can re invis herself before any refugees come near.

If any dragorns aggro her, well, evac, run, exodus, doesn't matter.

At this point our cler pal war wiz are in the tunnel invis, ench shammy are at succor point in NC. Sham ench invis up, head back to menlo. Refugees have reset by now, refresh invis on pally war cler.

Now, a quick note, the number of refugees that can add will vary. Sometimes on the intitial malos slow, etc, NO refugees add, sometimes 2, sometimes 4, 6, 8, 10 varies, and always in pairs. Typically no more then 8 tho.

SO what we do is, do it all over again, and you shall see why. Sham slows, blah blah, and if you get any refugees, mez etc. After 4-6, greater decession, and do it again. Sooner or later, you will have NO refugees come (we find 6 is the usual max for us so that is why we wait after 6 the first time). When NO refugees aggro to sham, time to kill Menlo.

Another quick side note, if you do not have phase walk, or cloud of indifference, or a long lasting invis, you can have your pal cler war sitting elsewhere, we just keep them inside. And if your enchanter has no ae mez, single mez 4, or 2, as you wish, and greater decession, as many times as needed.

Anyways, sooner or later your sham will go back, re malos, re slow, re cripple, and NO refugees will come. So cleric DI warrior, casts HoT spell on him, sends him in. As he charges, pally stuns, and follows.

Then all dots in, and start the nuking. pally stuns constantly thru fight, war keeps aggro, cler can use ch, its no biggie. IF using CH, the ae can hit the cleric, have shammy just toss her a heal of sorts, no worries. Pally can be healed by shammy, but with stuns and his heals, and grp heals, he should be fine usually. We ignore the snare. Few minutes later, dead Menlo.

It is pretty easy, just patience at start, and you can get Menlo with NO refugees. I am sure most guilds can just charge in, it doesn't matter if adds come, but when using 6 people, or a guild not as well geared or leveled, better to eliminate the possibility of adds.

Also, if you decide to kill the refugees, they do respawn, which is why we mez, greater decess, let them reset.

Good luck, let me know if I am unclear.

Peace

Edited, Thu Jan 27 21:44:25 2005
____________________________
Life needs more cowbell.

Shaere
RE: Info
# Dec 18 2005 at 4:11 AM Rating: Decent
Would COH do same thing as greater Decession? Could you park Mage outside tunnel and COH to clear agro and than you dont have to runback. Going to try it soon will let ya know
RE: Info
# May 02 2005 at 3:23 PM Rating: Decent
sweet write up, rated excellent. plan on trying this soon.

jus wondering if it's necessary to wait for all the refugees to add or is it ok to send sham and chanter off after first 2 add?
How often
# Dec 31 2004 at 5:58 AM Rating: Default
Anyone know the respawn time ?
spwn time
# Dec 22 2004 at 12:11 PM Rating: Default
pretty easy mob..you have plenty of time to kill before spawn return.. the mobs along wall will not add as long as you stay in the middle or in the tunnel leading to him..I would say about 10 minutes or so...
Spawn Time on Adds
# Dec 17 2004 at 1:45 PM Rating: Decent
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139 posts
For those of you that fought him, what was the spawn time on adds? Did they pop one at a time or multiples at one time?

What was the recast time on his AE spell?

Any assistance on a strategy would be helpful.

Thanks!

Edited, Fri Dec 17 13:46:40 2004
RE: Spawn Time on Adds
# Jan 16 2005 at 4:02 AM Rating: Good
11 mins on adds
Timer?
# Oct 31 2004 at 3:37 PM Rating: Default
What is the spawn time on him?
Timer?
# Aug 07 2006 at 11:09 PM Rating: Decent
I'm curious also, anyone know his timer?
dead
# Oct 31 2004 at 12:02 AM Rating: Decent
Dropped him today. Easy enough.

We pulled the 4 closest mobs out of his room and root parked them. 1 chanter and 1 druid kept them mezed and rooted. Went in, spanked Menlo, and killed the ones out side. No others aggroed during fight.

Dropped 2 Greater Muramite Runes and Brass Buckled Belt
Dropped
# Oct 20 2004 at 10:28 PM Rating: Default
Dropped him last night with a small raid force, only picked up 2 adds. He dropped the buckler and a Greater Muramite Rune. Adds were both easily mezzed, really not much of a problem here.
down
# Oct 15 2004 at 6:37 PM Rating: Decent
hits for 1851 dmg quad, can be slowed
killed him with 2 full vt geared grps
con
# Oct 05 2004 at 4:02 PM Rating: Decent
conned yellow to my 69 ranger.
new info
# Oct 02 2004 at 2:01 AM Rating: Default
to confirm yes the pole still drops got it tonight.... and about spawn of his guards and such..... before we engaged him we killed the only guard that was near him.... then we engaged. No adds spawned or tried to help while we killeed him. he is a easy 2 group kill if you have right classes. hope this helps
RE: new info
# Oct 03 2004 at 6:31 PM Rating: Decent
Scholar
28 posts
Pole of Punishment

Slot: Primary, 2HB
Dmg: 52, Dly: 33
Dmg Bonus: 38, AC: 10
Effect: Blazing Blade (Combat)
Dex: 20, Sta: 20, Wis: 12, Int: 12, Agi: 20
HP: 145, Mana: 115, End: 115
SvF: 20, SvC: 20, SvM: 20
Required Level: 62, Wt: 2.5, Sz: Large
Class: MNK, BST
Race: All
Slot 1, Type 4

Blazing Blade:
Required Level - 55
Spelle Effect - Engulfs your weapon with flame causing 100 damage to your target.

http://rage.plexusheap.com/images/pole_of_punishment.jpg


Edited, Sun Oct 3 19:33:00 2004
Pole?
# Oct 01 2004 at 5:33 PM Rating: Default
is he still dropping pole of punishment? haven't heard of any dropping since the first week or so
Changed
# Oct 01 2004 at 12:43 PM Rating: Default
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285 posts
The event seems to be changed, last night he had about 3x his old HP, and only one add spawned at a time. Might be a bug, but seems rebalanced for a smaller raid now (CC is easier).
A blast!
# Sep 26 2004 at 5:14 PM Rating: Decent
44 posts
Fun fight - cannot wait do do him again! As Gaminide said, dropped the boots for us and also 2 level 69 runes. Mobs repopped almost continually.

He also sees through SoS.

Edited, Sun Sep 26 18:15:53 2004
RE: A blast!
# Nov 17 2004 at 4:55 PM Rating: Decent
Ran up and saw him today, he didn't see through my SoS, must have been changed since you have been there.
RE: A blast!
# Dec 25 2004 at 5:49 AM Rating: Decent
I can confirm, he can not see through Shroud of Stealth (but he can see through normal invisibility). Checked this as of December 25, 2004 when we raided him and I was using SoS for corpse recovery.
drop
# Sep 23 2004 at 6:27 PM Rating: Default
Droped mnk dru bst boots for us not too long ago

Frayed Footpads
Slot:Feet
AC:12
STR:10 DEX:15 STA:10 WIS:13 HP:105 MANA:100 END:100
SV FIRE:15 SV DISEASE:15 SV POISON:15
Attack:20
Regeneration:2
Mana Regeneration:2
Required level of 62.
WT:0.6 Size:MEDIUM
Class: DRU MNK BST
Race: ALL
Slot 1, Type 7:
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