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a monstrosity  

Monster
Screenshot

Uploaded April 28th, 2008 by Lanadenae

With each "Monstrosity" spawn, they gain strength.

Category: EverQuest
This page last modified 2008-01-02 15:16:19.

Level: 80
Known Loot:
icon Stone Key
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A Monstrosity is type summoned
# May 03 2008 at 4:44 PM Rating: Decent
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1,844 posts
Was able to land mage spells vs summoned on these guys.
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mob buffups
# Feb 20 2007 at 9:53 PM Rating: Decent
10 posts
Ok, not quite random either. Rather than changing based on how you attack it, the monstrosity gains benefits based on the chests you open. If you open the crystal chest, the next monstrosity will be immune to magic, if you open the flesh chest, following mobs will have more HP, etc.
Monstrosity powerup
# Feb 17 2007 at 5:57 PM Rating: Decent
10 posts
The sphinx says it learns/changes based on what you are doing, but I think that's just fluff/flavor text.

Seems like the powerups are pretty much random to me. Did it once, and was fire debuffing/nuking the heck out of the mob until the very end, I think like 8 pops. That time, it didn't start flurrying until the very last mob, was magic resist immune starting 2nd mob, melee resistant by like the 6th mob. Never did generate fire immunity.

The next night I did it again, and the mob started flurrying on the very first pop, and was fire/ice immune on the 3rd spawn, essentially completely magic immune by the end (even panther resisted), but never seemed to develop any particular melee resistance.
Monstrosity powerup
# Feb 19 2007 at 8:06 PM Rating: Decent
2 posts
Did this a couple of nights ago and got very unlucky on the chests. We ended up having to kill 10 or 11. By the last one it was resistant to melee and pretty much every type of spell we threw at it. We ended up have to damage shield it down.

Group makeup - All Anguish+

warrior (me)
cleric
shammy
druid
mage
rogue

The damage shield method worked very well just long, just long. The cleric and shammy kept me healed while the druid and mage chain cast DS's on me. The rogue and I did what little damage we could.
Fight info.
# Feb 17 2007 at 4:37 AM Rating: Good
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451 posts
From our mission today...

(Our Tank- 75 Pal, 3200ish AC, all defensives, 29-30% shielding)

Golems info & strategy used:
Min/Max hit:
429, 1977 (2h-tanked, 29%shielding)
424, 1972 (1h-stanked 30% shielding)
424, 1972 FLURRY (1hs- tanked 30% shielding)
505, 3602 FLURRY (1hs-tanked 30% shielding)
505, 3602 FLURRY (SNARED/KITED)
505, 3602 FLURRY (SNARED/KITED/ROOT-ROT)
505, 3602 FLURRY (SNARED/KITED/ROOT-ROT)



*edit* the mob talk is lies. Mobs dont learn from you. The chests opened do indeed determine mob's new stats/effects. Mobs are still kiteable, if needed. (Snare/Root are still magic based from druid/ranger tho :P)


Edited, Feb 21st 2007 9:51pm by Aegishopi
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