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# Apr 04 2022 at 1:29 AM Rating: Decent
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92 posts
Not sure what people are saying below --- killed him tonight as of this post and he didn't spawn a single add.

He dropped a Ethereal Hide Bracer and 3 Marks?

*Edit* funny enough the adds spawned after his death and are light blue con, indifferent and do not respond to hailing.

Level 80 warrior solo with a crap ton of AAs

Edited, Apr 4th 2022 2:31am by LydiusInsidious
Apparently a "raid" target
# Dec 31 2013 at 12:21 AM Rating: Decent
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331 posts
This guy cons as a raid target.
Sundersky, the Sire of Storms
# Jan 04 2010 at 8:58 PM Rating: Decent
Kill the mini names, his hp will go down for each one killed.
He has maybe 20 percent hp left after you kill them.

He's very spell resistant at the start, but it's repoorted below that magic based spells work.

If you kill the mini names, he's easy to cast on by that time.

Edited, Jan 5th 2010 7:22am by morromid
Stillwillow
# Aug 11 2009 at 10:10 PM Rating: Default
Upon his death Stillwillow, The storms eye spawns... doesn't respond to hails, not sure if that is exact name, but it is stillwillow something...
Stillwillow
# Jun 14 2018 at 2:51 AM Rating: Default
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61 posts
Stillwillow, the Storm's Eye
raid timer yes
# Oct 25 2008 at 11:34 PM Rating: Decent
yes there is a raid timer doing currently boatload of hps let mage air pet solo just takes forever
solo
# May 10 2007 at 5:30 AM Rating: Decent
Soloed by a shaman :) , kill the 4 cloud thingies mobs ( got 2 adds in the process ) then proceeded to rape him down ... took ages
Raid Encounter
# Jan 22 2007 at 8:22 PM Rating: Decent
Not that its important, but this /considers as a raid encounter (This creature would take an army to defeat!) so you'll get a timer associated with a raid encounter when you aggro him, not just the 30 second cool off. Probably a mistake by Sony, this mob is easily done with a small group.

If you spawn the four winds and lose aggro from Sundersky (i.e., you zone out or CoH out of aggro range) and then aggro Sundersky again after his hate list is cleared you can get multiple spawns of each wind, so watch out. If you do this and kill 5 of the winds (any 5, if you spawn 2 copies of each) Sundersky will die and you can loot his corpse, it doesn't just despawn.

Edit: This method no longer works Nov. 4, 2007. Can't say when it was changed, but if you lose aggro and re-aggro him, he respawns at full health and one of each of the 4 winds will be up regardless of what damage was done beforehand. Also, he no longer gives you a raid cool off timer.

Edited, Nov 4th 2007 4:05am by FanamyenKaioshen
Drop
# Dec 12 2006 at 7:07 PM Rating: Decent
We killed him today.
We (Pal,Clr,Mag,Wiz and Enc operated by one soul,lol) got his aggro to let his adds appear at first,and killed his adds indivisually (single pull easily) and after all his adds were wiped out ,killed Sundesky (his health was 20% then).
I guess his adds respawn after 20 minutes, so quick pull and kill is needed.
We got this item from one of Sundersky's adds (sorry, I forget exactly what mob dropped).

Eye Husk of the Scrykin
Magic, Lore, No Drop
Slot: Ear
AC: 8
Effect: Cleave I(Worn)
Str+6 Dex+7 Sta+9 Cha+7 Wis+7 Int+7 Agi+7
HP+120 Mana+125 Enc+125
SVF+5 SVD+9 SVC+5 SVM+9 SVP+6
Recommended Lv66 Required Lv60
Class: War Pal Rng Shd Mnk Brd Bst Ber
Race: all
Able to just get real one
# Aug 21 2006 at 6:55 PM Rating: Decent
killed just the real named with 1 group and left the other nameds just a load of hp
Solo'd
# Jul 30 2006 at 5:46 AM Rating: Default
70 chanter (CoA geared) solo'd him...you can blur off sundersky on inital agro...kill his 4 adds individually (they don't summon and you can throw pets at them)..Sunder now at 20pct...prep yourself on the bridge, with pet...pull sunder..he summoned me but easily slowed...strangely as soon as i agro'd him the 4 adds popped again...i just blurred north wind and pulled sundersky back to bridge then blurred off north wind. Sundersky went down fairly easily with hasted pet and nukes

Daislet.
Pulling to zone
# Jun 18 2006 at 11:06 AM Rating: Decent
Sage
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3,008 posts
Indeed easily pulled to zone, surprisingly considering how far away he spawns. Nothing but his own guards assist him. I pulled him up the Skylance ramp, then floated across to the valley where the Master of the Herd roams. Trick is to keep invis up and, as posted below, pull him along the ridge where the fire mobs live and across the waterfall. He must outrun his guards since he came alone the rest of the way. Best to zone to clear aggro, just to be safe.
<br>
Of course, this means he will be a straight melee fight, which takes quite a while. As a 5-boxer I'd rather spend 30 minutes fighting one not-so-tough mob than need to deal with adds. My 9k cleric could have healed the 12k tank forever using just Cheal so once this mob is solo-pulled, winning the fight is just a matter of time.

BTW, Between druid, mage and enchanter, the only damage spells which landed were the druid's magic DOTS. Chanter slow never landed, even with tash and malo.

Edited, Sun Jun 18 10:57:37 2006
____________________________
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FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
Spell Immune
# May 25 2006 at 5:41 PM Rating: Decent
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231 posts
Mobs is immune to spells at start.

Each wind you kill drops his HP 20% (he regens fast if not agro though) and after fourth wind died he lost his spell immunity.

Only have to kill for Winds not four seprate named we killed three winds then killed one a second time when it respawned.

I would recomend clearing one side of island of normal mobs then have FD class agro to spawn winds. Then kill two winds on that side you cleared. Then respawn the two you killed and kill them again to get rid of bosses spell immunity.

Once he looses immunity he dies fairly quickly even if he is at 100% when you start killing him.
After kill - spawns Stillwillow
# May 24 2006 at 11:28 PM Rating: Decent
9 posts
I'll work on screenshot on next kill...but after kill, the following spawned: Stillwillow, the Storm`s Eye. Cons even to lvl 70 and indifferent. Not sure what this is for.

Kalela t`Rinity
Guild Leader - AeD
The Tribunal
RE: After kill - spawns Stillwillow
# Jun 01 2006 at 7:25 AM Rating: Default
Quote:
I'll work on screenshot on next kill...but after kill, the following spawned: Stillwillow, the Storm`s Eye. Cons even to lvl 70 and indifferent. Not sure what this is for.


Is one of the mobs needed for the 'Mark of Spirits' Quest for the evolving cloak, heres a link to the Quest: https://everquest.allakhazam.com/db/quest.html?quest=3369

and if you check my Magelo this is how the cloak looks after it is fully evolved...

Zappitt
lvl 70 wizard of Druzzil Ro

http://www.magelo.com/eq_view_profile.html?num=1036770
RE: After kill - spawns Stillwillow
# Jun 07 2006 at 7:19 AM Rating: Decent
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80 posts
Stillwillow spawns after killing Sundersky which is the one who drops the marks.

Question, if you have the quest pre-change/nerf do you have to kill Stillwillow to get the marks to pop into your inventory or does killing Sundersky do that too?

I see no listing for Stillwillow, anyone know what he drops?
Pulling Sundersky to a safer battle spot
# May 23 2006 at 7:57 AM Rating: Good
25 posts
I have recently been enjoying pulling all 5 of the named mobs for the cloak quest without getting adds. (well all but Ravenglass). With Levitate on I recommend pulling Sundersky to the green path below where the Master of the Herd roams. You have more room to push him around without fear of adds and you only have one extra mob to worry about on the initial pull. I have also pulled him all the way to the zone in without a single add. not even the North storm that usually accompanies him. If you pull with Tashan (I'm an enchanter) and fly down to the path and run high on the ridge past the firetails, then over the waterfall to the ridge of the undead area - you can then run down to the Non aggro horse area and take him to the zone in area - no adds. It's fun seeing where he can be pulled. I have even pulled him down to the zone in but intead take him across the bridge to the Fire Tail camp. As far as killing him... settle in for a long dps battle, he's not at all hard, just way too many HP.
our strat
# May 11 2006 at 2:20 PM Rating: Decent
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51 posts
Spent more than a few hours on this guy last night and finally came up with an approach that worked.

Group was sk, cleric, mage, shaman,druid, and beastlord.

Standing at the base of the ramp the sk pulls sundersky with terror of discord. Mob comes and the fight is on. This goes on for a bit then north add joins in. Everyone switches to north add and beats it down.Ignore sundersky let him beat on the sk cuz he wasnt hitting to hard.

When north add is dead go back to sundersky and whack away till mob is dead.You will get no other adds at all.

keeping the mob positioned right at the base of the ramp is key. Dont let it get up on ramp as pets may push it over the edge adn yer screwed. Keep him in tight and its not that big a fight , just takes time.

Did it that way 3 time last night and north was only mob besiseds sundersky we had to contened with.
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Sundersky's adds
# Apr 24 2006 at 1:11 AM Rating: Decent
Sundersky's adds no longer despawn while he's aggroed.
Bugged Maybe?
# Apr 16 2006 at 6:35 AM Rating: Decent
Scholar
38 posts
Dont this one a few times now and it seems to me that its slightly bugged.

Theory is that once he is engaged his 4 adds "pop". Killing each add apparently drops his own HP by 20% a kill.

MT keeps Sundersky amused while rest of group kills the adds.

Well that was the theory.

FD puller attacked and 4 adds Popped.
Mage CotH back to the bottom of the bridge.
Pull closest of the adds, North IIRC, killed it and Sundersky dropped 20%

Pulled Sundersky and MT engaged on his own as rest of group intended to pull the next closest of his spwans.

Blow me down, the first spawned add popped again.
This time he added so carried on with plan.
MT on a slowed Sundersky, rest of group on the North add.

North add killed a second time Sundersky dropped 20% again.

All other spawns then De-Popped.

Group continued to kill Sundersky which was an ok fight apart from the insane amount of HPs that he has.

Push is a problem, especially with his knockback lightening, but all in all just a long fight.

With this in mind next time and every subsequent time since we either FD, CotH, kill nearest add, pull Sundersky, kill the add that adds again then all on Sundersky, or simply pull Sundesky, let MT keep him occupied, slowed of course and kill the add before all moving back on sundersky.

Its just a long long fight.

There is no way that all four of his adds can be killed as they seem to Depop after about 4 minutes.

Hope this helps.
RE: Bugged Maybe?
# Apr 17 2006 at 10:44 AM Rating: Excellent
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351 posts
The adds don't depop if you have them aggro'd.

So while your plan was well thought, you need to aggro all 4 adds within about 6 minutes or so.

V/R,

Wyre
respawn
# Mar 30 2006 at 3:59 AM Rating: Decent
what is the respawn time on him ?
RE: respawn
# Apr 16 2006 at 6:20 AM Rating: Decent
Scholar
38 posts
I'm fairly certain that all 5 of the Named mobs for the Cloak of the Spirits Quest are on one hour spawn times.
Easy pull tactic
# Mar 27 2006 at 10:15 AM Rating: Decent
Have necro cast FD after pet attacks for easy spawn of adds. Then single pull away. Much easier.
Sundersky damage
# Mar 25 2006 at 5:48 PM Rating: Default
Sundersky procs Storm of Lightning- a LOT- about every 5 seconds. Easily resistable with good MR. Hits for about 1000 max with low atk. If your tank is good, best to not slow him at all, load up on DS and let him eat himself.


Edited, Sat Mar 25 16:46:28 2006
Sundersky's adds
# Mar 23 2006 at 9:07 AM Rating: Decent
He actually spawns 4 mobs when you aggro him, each called Blizzard of the (North/East/South/West) Wind. One of them spawns close enough to him to add to the pull, if pulling to the bridge at least.

My group killed him last night, fight lasted almost 30 minutes but it seemed when we killed the Blizzard that added he dropped around 10-15% in one shot. So guessing that maybe he draws power from the Blizzards, and might be a good idea to try tanking Sundersky while killing all 4 Blizzard pops and see if that weakens him.

EDIT - Tank Sundersky while the rest of the group kills the 4 winds.


Edited, Thu Mar 23 11:01:13 2006
RE: Sundersky's adds
# Apr 06 2006 at 2:33 PM Rating: Decent
Sorry for the misinformation but only the North Wind add is called Blizzard, I'm positive Gale is one of the others but not sure which direction it goes with. Have only pulled more than one add once, finding out the hard way that they are unsnareable (intended to kite them, no mezzer in group). They despawn way too quickly to pull and kill one at a time, could get two down that way maybe three if you have really good DPS.
Sundersky
# Mar 19 2006 at 12:28 PM Rating: Decent
From bridge looking SE we pulled the 2 trash mobs on the left . we then pulled Sundersky n fought him agaiinst the bridge makin sure not to push off the side. spells were hard to land but tank damage was good ..long fight but you have to kill the Add he spawns 1st leaving MT on Sundersky ..after add died it was easy ..just long . hope this helps
RE: Sundersky
# Apr 10 2006 at 9:16 AM Rating: Decent
Correct Names of the 4 adds are:
Blizzard of the North Wind
Gale of the West Wind
Sandstorm of the South Wind
Cloudburst of the East Wind
RE: Sundersky
# Apr 13 2006 at 1:51 AM Rating: Good
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6,998 posts
Updated, thanks.
Brag and Strat!
# Mar 19 2006 at 12:15 PM Rating: Excellent
Done with 5 as such:

Cleric: Civicsin (savage arms)
Necro: Krypts (savage arms)
Warrior: Konigkong (forsaken visage)
Beastlord: Zwrath (forsaken visage)
Wizard: Equlin (forsaken visage)

Cleared adds to left of bridge and pulled to there. He spawns an add as soon as we engaged so I had the BL offtank him and everyone else DPS on him till he was dead, while I stayed on main mob. Got repops durring the fight so the beastlord and necro kited them around till they died. This was pretty simple fight but very long. I would recomend pulling to the north east side of bridge and keeping him there. We did this at the end at avoided the rest of the repops.

**Warning**
Took us about 30 minutes. I burned through 3 Defensives.
resists
# Mar 14 2006 at 5:39 AM Rating: Default
he has realy good resists, he resisted ancient lifetap and various other dd/ dots
Mob
# Mar 06 2006 at 12:05 AM Rating: Decent
Has about a million hp Can not be slowed You just need to tank him out and nuke.
RE: Mob
# Apr 29 2006 at 7:37 AM Rating: Decent
Can be magic slowed (mostly). With Tash and Malos in Balance would land about 40% of the time. Couldn't get Turgurs to stick at all though.

No real need to slow, it spends so much time nuking that it's dps on the tank is very low.
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