sebilite juggernaut  

Monster
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Uploaded July 24th, 2007
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Warrior

Max hit: 177; enrages; flees at low health.

Sometimes sees invisibility.

Category: EverQuest
This page last modified 2007-12-18 15:26:23.

Level: 57
Known Loot:
icon Black Sapphire
icon Blood Ember Helm
icon Blue Diamond
icon Cobalt Helm
icon Diamond
icon Exquisite Gold Gem Dusted Rune
icon Fire Emerald
icon Fire Emerald Ring
icon Indium Ore
icon Jacinth
icon Pickled Froglok Eye
icon Ruby
icon Ruby Crown
icon Sapphire
icon Sebilite Croaking Dirk
icon Spell: Acumen
icon Spell: Aegis
icon Spell: Aegis of Ro
icon Spell: Asphyxiate
icon Spell: Augment
icon Spell: Bane of Nife
icon Spell: Banishment
icon Spell: Bedlam
icon Spell: Bonds of Tunare
icon Spell: Breath of Karana
icon Spell: Chill Bones
icon Spell: Conjure Corpse
icon Spell: Devouring Darkness
icon Spell: Dyzil`s Deafening Decoy
icon Spell: Emissary of Thule
icon Spell: Enforced Reverence
icon Spell: Enlightenment
icon Spell: Entrapping Roots
icon Spell: Evacuate
icon Spell: Exile Undead
icon Spell: Eye of Tallon
icon Spell: Fist of Karana
icon Spell: Flaming Sword of Xuzl
icon Spell: Forlorn Deeds
icon Spell: Form of the Howler
icon Spell: Frost
icon Spell: Gift of Pure Thought
icon Spell: Girdle of Karana
icon Spell: Greater Vocaration: Fire
icon Spell: Invert Gravity
icon Spell: Legacy of Thorn
icon Spell: Mala
icon Spell: Malosini
icon Spell: Manasink
icon Spell: Manastorm
icon Spell: Mark of Karn
icon Spell: Markar`s Discord
icon Spell: Pillar of Flame
icon Spell: Pouch of Quellious
icon Spell: Pox of Bertoxxulous
icon Spell: Quivering Veil of Xarn
icon Spell: Rage of Zomm
icon Spell: Regrowth of the Grove
icon Spell: Retribution of Al`Kabor
icon Spell: Sedulous Subversion
icon Spell: Servant of Bones
icon Spell: Spirit of Oak
icon Spell: Succor
icon Spell: Summon: Muzzle of Mardu
icon Spell: Talisman of the Brute
icon Spell: Talisman of the Cat
icon Spell: Talisman of the Raptor
icon Spell: Talisman of the Rhino
icon Spell: Talisman of the Serpent
icon Spell: Tears of Prexus
icon Spell: The Unspoken Word
icon Spell: Tigir`s Insects
icon Spell: Torment of Argli
icon Spell: Trucidation
icon Spell: Umbra
icon Spell: Unfailing Reverence
icon Spell: Velocity
icon Spell: Vengeance of Al`Kabor
icon Spell: Visions of Grandeur
icon Spell: Vocarate: Water
icon Spell: Voice of the Berserker
icon Spell: Wake of Karana
icon Spell: Wind of Tashanian
icon Spell: Word of Restoration
icon Star Ruby
icon Star Ruby Earring
icon Sunshard Ore
icon Undead Dragon Sinew
icon Words of Capacity
icon Words of Expertise
icon Words of Misery
icon Yaeth's Compendium Pg. 103
icon Yaeth's Compendium Pg. 105
Known Habitats:
  Old Sebilis
Factions:
  Trakanon
Opposing Factions:
  Legion of Cabilis

Report a correction

Post Comment
Fun, but no croaking dirk
# Nov 30 2009 at 5:25 PM Rating: Default
*
208 posts
Getting to the zone is somewhat hard without maps; the hardest part is finding the ramp in the ruins down to the OS zone line. Once there, my lvl 81 ranger with camo was able to walk around mostly unmolested. The zone is a classic "old-style" dungeon, which is kind of fun. Finding the way to the juggernauts is not easy, even with track. The best directions are posted above or under the "croaking dirk" thread, involving jumping in the water, swimming around, finding a hole, swimming down, etc. Finally, I found one of the 2 main rooms with the juggernauts: there are 2 rooms, although the first one has two parts to it; this is the room (or area) with a muddy floor. 5 juggernauts spawn here. The other room (area) is through a one-way door (assuming no rogue), which is entered by clicking on the lighted object on the floor nearby. There are 5 juggernauts which spawn here. Maximum hit is about 100hp; even with 4 at once, my lvl 81 ranger (without merc) could solo them. Got me down to 70% health once, though. There are 3 ways to get back out the door to the muddy floor room: 1) wait for the wandering juggernaut to come through; 2) get the other mobs down to about 20% health, wait for them to turn and run, then go through the open door. It seemed to me that they were more likely to run to the door if their backs were toward the door during melee; 3) After killing when the door is open, there is about 30 secs before the door closes, which is enough time to run back in and loot. The loot (for spells) is amazing. I probably killed about 150 of them (15 cycles of 10 spawns), and got 50 different spells, an average of 2 copies each. Never did get the croaking dirk, but ended up buying The Horn of Hsagra for 10Kpp in the bazaar. I think that the spells dropped (including uncommon ones) will go for about 250pp each on average, which should cover the cost of The Horn of Hsagra. Spawn time is about 20 minutes. Total time spent was about 6-7 hours, including running around the ruins looking for entrance. Seems like it is a good place for stress-free killing, with loot that may still be worth the effort. I wouldn't do it just for the croaking dirk, however.
Best mobs in zone
# Feb 02 2009 at 4:18 PM Rating: Decent
Scholar
31 posts
These mobs rule, they almost constantly drop a spell. Great spot to kill if your farming spells. I have seen one of these mobs drop 3 spells, when yet i'll clear 15-20 frogs and get lucky with 1-3 spells.
How to handle these solo
# Dec 17 2007 at 12:13 AM Rating: Good
Scholar
20 posts
As a 71 necro with crappy gear:
I highly recommend getting a tenacity from a cleric or the druid equivalent of that I forget what it is... Jump into the water and go into the second water section and go through some bars into some passages and you will see mushrooms. You want to basically get to the southeast part of the map. Invis all the way to where trak spawns. If trak is up I recommend waiting till someone kills him and coming back then. You want to start pulling from traks spawn area, if you get an add use petrifying earth on it and only keep one snared. Keep the one snared dotted and pissed off at you. The damage they put out is better wasted on you than your pet since it's more effective to lifetap than heal pet. With some issues I was able to handle 3 juggs at once. 4 would have been pushing it but I am sure with better gear you could do it. Just follow the whole lifetap runaway technique instead of letting pet tank and you will save a lot more mana than if you let the pet tank. I am sure mages have it differently but us necros gotta do what we gotta do. You will find that once you get the hang of it you can rock this area solo and you will even get some decent AA exp... not great but decent considering.

If you are looking for an Undead Dragon Sinew good luck. Killed at least 70 of these so far and zip.

If you are looking for spells the ratio is ridiculous... more than 1 in 2 but not quite every one will drop at least 1 spell but can drop up to 3 spells!!!

Edited, Dec 17th 2007 3:18am by Terethian
light blue to a 72
# Sep 23 2007 at 6:18 AM Rating: Decent
Scholar
***
2,239 posts
Enrage if you have more than one on you, run if they are single. Huge aggro range.
____________________________
Somewhere heckling Fleven about updating quest info lol...
To Open Door
# Apr 11 2007 at 9:31 AM Rating: Decent
Pull mob to door when he is under 20% let him run, he will open the door for you. Then kill him on otherside. Go thru door. Easy
Additional spell drops
# Dec 09 2005 at 2:15 PM Rating: Decent
We got tonight Winds of Tashanian, Aegis of Ro and banishment off the juggernauts.
Spells not on the list
# Aug 30 2005 at 6:07 PM Rating: Decent
*
101 posts
Dropped Chill Bones and Visions of Grandeur today
____________________________

Dembonz Arattlin

Lunacy Unbound on Tunare (Ec'i/7th Hammer)
One-way door
# Jul 15 2005 at 8:58 AM Rating: Decent
*
122 posts
I believe the doorway you are referring to is one-way. I don't think there is any key that allows you to return.
Key??
# Nov 25 2004 at 10:15 AM Rating: Decent
2 posts
Anyone know where to get the key to open the door right past the Juggs arch? Ye can open it from the outside, but once ye get inside....oops. lol
RE: Key??
# Jun 13 2006 at 6:02 AM Rating: Decent
36 posts
the door can be opened by an eye of zomm
Location
# Mar 03 2003 at 5:38 PM Rating: Decent
What is the location of the Juggernauts?

Do they spawn is a varity of areas or is

there one central location?

Also, due to the fact that my guild does not have

alot of 55+'s in it would two groups of 50+ be

sufficient for attempting to get spells?

Any other info I should know before I attempt to

lead a few groups into the deep deep dark of

Old Seb?

-Burgel Floogah
RE: Location
# Apr 20 2004 at 10:13 AM Rating: Excellent
*
172 posts
Since PoP and LDoN have come out, equipment and levels makes it a tad easier to get to these. Last nite we went in with a 63 shammy, 56 druid, 60 monk, 65 monk, 62 bard and 59 cleric were able to survive. There were one or two moments where things definately got dicey and we were fighting 4 or 5 at a time.

Definately helps to have a bard or chanter for mezzing or some offtank type able to root park mobs out of the way. They dont hit hard but adds can quickly become a problem. DPS helps here in reducing adds when mobs die quickly.

In about 2 hours, the 6 of us came out of there with 200PP a piece and about 10 spells, 4 of which sell for over 2K in the bazaar. Was a little miffed that I spent 2K for Tigirs Insects in the bazaar 4 days ago, only to come across it last nite for free.

Monk pulling works wonders here for keeping pulls to a very manageable 1 or 2 at a time. 2 groups of 50+ would be fine if you all watched yourselves and your pulls.
____________________________
-Baelnorm ElMarr
65th Season Paladin of Marr
Knights of Marr

- Pjrell Champeaux
68th Circle Shaman of the Tribunal
RE: Location
# Jul 27 2003 at 9:46 AM Rating: Good
**
287 posts
they are on the way to Trakanon and are pretty far in. I was there yesterday with a 65and 63 warrior a 65 enchanter a 59 cleric and a 53druid and me a 51 druid. On our way there we had to succor so id say if you dont have many 55+ that it would be tough to just use your guild to get there. Maybe if you formed 2 groups you could do it but its pretty nasty. And if you are unaware they do summon and so do the Myconid's that you have to kill on the way. Its on level 2 of Old Sebilis and if you look on the map it is the part that looks like a huge gate then there is a turn to the right that is where we were just inside the gate. Ok good luck i hope this helps.
____________________________
Sleep is a sugestion, just like speed limits.
Naturalist Xarra Ishigh <Triton> 80th Seasoned Stoner Druid of Povar
RE: Location
# Oct 31 2003 at 4:03 PM Rating: Decent
Well, these guys arent that bad at all. Granted I was in a 60 plus group, but my group, a 65 warrior, 65 shadow knight, 65 enchanter, and myself a 64 druid, did these easy. We had at one point 6 or 7 of them on us, but our chanter was a mezz machine, and so crowd control was easy. I kept the SK, our MT, alive.

Would I say trying them in a pre 55+ group? Nope. They do hit hard, and they do summon. Worst of all, they have a relatively decent aggro range which means adds are very common.
RE: Location
# Nov 10 2003 at 3:32 PM Rating: Decent
*
126 posts
Agreed with above poster. I tried to duo down here with warrior/cleric when warrior was 57 and got slaughtered. I came back at 65 and could tank 3 or 4 easy ( yes adds are frequent ). Levels make all the difference.
____________________________
Ulic - Overlord of Rallos Zek
Torvonnilous
RE: Location
# Dec 25 2003 at 3:33 PM Rating: Decent
10 posts
As a 65 necro with careful pulling these can be soloed, just spend alot of time fd.
Also...
# Jan 20 2003 at 4:40 PM Rating: Decent
14 posts
Also drops Spell: Trucidation. The 60 Necro Lifetap spell that takes an essence emerald.
Also Exile Undead, 57 Necro spell and some other level for cleric.

Just so ya know

Edited, Mon Jan 20 16:14:22 2003
;p
# Jan 04 2003 at 5:24 PM Rating: Default
Well went there with a raid had lotsa fun we took em down easily enough they also drop the spell tears of prexus but no SCD;p we killed a bunch of them as well i guess like around 30-40 they ALL conned yellow to me at 55 (dinged today 8D) and almost ALL of them dropped ONE spell a wee lil bunch didnt drop n e and some dropped 2 spells theys guys arent to hard ill prolly try and get a group on em now that i got the key (THANX AK 8D)
PS canni 3 dropped as well

Edited, Sat Jan 4 16:59:06 2003
____________________________
Elder Frig Inmadd
Manly Druid
HREF="http://www.magelo.com/eq_view_profile.html?num=603236
Iminde Backogroup
58th Buttpoker
http://www.magelo.com/eq_view_profile.html?num=605797
Sebilite Croaking Daggers
# Dec 02 2002 at 2:01 PM Rating: Default
OK i just got a few questions first off what is the approximate drop rate of the croaking daggers? and are there n e shouts/auctions to sell em? if so what is the average price IN SEB not in bazaar since ppl have been known to sell these things at waaaay to high of a price, well n my other question is about WHO drops the weapons? is it just these juggernauts? or are there other unmentioned seb daggers that dropped offa a mob somewhere else? n e info would be much appreciated thanx in advance bye all
____________________________
Elder Frig Inmadd
Manly Druid
HREF="http://www.magelo.com/eq_view_profile.html?num=603236
Iminde Backogroup
58th Buttpoker
http://www.magelo.com/eq_view_profile.html?num=605797
RE: Sebilite Croaking Daggers
# Nov 10 2003 at 3:36 PM Rating: Decent
*
126 posts
I realize I'm responding to an old post, but I thought I'd mention that I have probably killed 300+ juggs over time and never seen a dagger drop. In that time I've gotten most of the rare spells and 4 undead dragon sinew. Maybe I'm just not lucky, but the dagger seems pretty rare to me. Current price on Torvo is 4-6k in the bazaar.
____________________________
Ulic - Overlord of Rallos Zek
Torvonnilous
Level Range?
# Oct 14 2002 at 12:56 PM Rating: Decent
Scholar
**
627 posts
Our guild brought around 10 people to farm spells and took took down about 65 of these (as mentioned tons of mage spells but a good number of druid, enchanter spells with a few others). Every single one was conned yellow at 55. All of the reets conned even.

Exp wasn't too bad. I got about a full yellow through the course of the night.
____________________________
[65 Deceiver][link=www.magelo.com/eq_view_profile.html?num=362635] Derrict [/link](Halfling) <[link=www.hossguild.org]Hoss[/link]>
my magician...
# Jun 07 2002 at 7:42 AM Rating: Decent
18 posts
got some nice spells off this baby
Has anyone ever seen EoT or Malo drop of these ?
# Apr 20 2002 at 12:09 AM Rating: Default
Just wanted to know, but has anyone ever seen any of these two spells drop of Juggs ?
Thanks
# Mar 13 2002 at 4:29 PM Rating: Excellent
29 posts
Thanks to all who posted here. Took a three-group raid down there to farm spells the other night. Walked away with 68 spells in about four hours, plus we were killing Reets and Mycos, pulling everything to bench room.

From Juggernauts:
2 Aegis of Ro
2 Asphyxiate
1 Bandoleer
2 Bane of Nife
2 Banishment
1 Blizzard
1 Breath of Karana
1 Conjure Corpse
5 Dictate
1 Draught of Jiva
1 Enforced Reverence
2 Fist of Karana
1 Fortitude
2 Frost
1 Gift of Pure Thought
1 Greater Vocar Air
2 Mala
2 Malosini
1 Manasink
2 Manastorm
1 Mark of Karn
1 Omakins Alacrity
1 Pillar of Flame
2 Plainsight
1 Putch of Quellius
2 Quiv Vl o X
1 Rage of Zomm
1 Regrowth of Grove
2 Retrib of Alkabor
2 Servant of Bones
1 Shas Ferocity
1 Spiritual Str
1 Talisma of Brute
1 Talisma of Rhino
1 Talisman of Jacinth
1 Tears of Prexus
2 Velocity
3 Visions of Grandure
1 Vocarate Water
3 Wind of Tishanian
2 Word of Restoration

From Myconids:
1 Infusion
1 Spirit of the Howler
1 Circle of Summer
1 Tunare's Request

Juggernauts were a PITA to mez and had bad pathing and summoning habits. They like to run around the room, then stop and summon someone from across the room.

No other special loot dropped (no cobalt, no BE, no swords). Either those items are super rare or we were unlucky with those drops.

Catamander Zeno
Proud Member of Inspired Order
Torvo Server

RE: Thanks
# Jul 08 2003 at 10:29 AM Rating: Decent
Scholar
37 posts
Just got my key last night and got to say this place rocks. Shammy,cleric,pally,ranger,druid,chanter group. Worked our way down to bench room. Long lguk type fights(lots adds, the fungus guys like to CH everything around them and nuke you =/) I would have at least theft of thought memmed for the long bouts of mezzing and buffing during fights, and one or 2 stuns to disrupt mobs spell casting. Also be ready, mobs here like to do things like dispell kei and ageo...

Dropped GoK on the juggs. Spell lasts less then a minute so a good parker is good just in case you are busy when gok fades. We were only there for a little while but i got 5 57+ spells, and another 8 or so droped in a very short time.

There is something up with the aggro. I mezz, shammy slows,debuffs and roots. Ranger casts snare and a dot to give the mob a rude awakening. He starts tanking with pally, things is down to 65 pct health and I start getting summoned even though I wasn't sitting and haven't casting any spells on it. Bring dots for rune to save cleric mana, fish scales for water breathing spells if you don't have eb item and a kick ass group. Lots of gems and a whip with a life tap proc dropped

Awsome place and I loot err...look forward to going back soon!
Spawn Time
# Feb 26 2002 at 12:08 PM Rating: Decent
29 posts
Could anyone let me know what repop time is on these please?

Thanks much.
RE: Spawn Time
# Mar 07 2002 at 8:00 AM Rating: Excellent
2 posts
20 to 30 min. They dont spawn at exact times but rather with a few min diff each time. They mostly drop Mage spells including Mala and a lot of pet spells.
Loot Drops
# Jan 08 2002 at 10:06 PM Rating: Decent
24 posts
Ive also seen these guys drop a lammy :)
might want to add it to the list
#Anonymous, Posted: Dec 28 2001 at 7:18 PM, Rating: Sub-Default, (Expand Post) Rumor going around that some beastlord in beta soloed one of these :)
These guys were Easy
# Nov 22 2001 at 8:15 AM Rating: Decent
1 post
Earlyer this week Crystal Dragon and Sons of Destiny, took about 25 people down to the Juggs in Seb. They were very easy with this many people.
Included in the raid:
Lvl 60 Shamen Domareld
lvl 60 Warrior Delvan
lvl 55 Chanter Shameral
so we had a MA and some one to slow the rest was mele, 3 clerics (49-56), 1 wiz, 3 druids (50-57).

Lots of spells droped, about 3 chanter 3 druid and i think 2 cleric. there might of been more but i did not notice them being handed out. there was also other spells but they did not go to any one on the night as there was no one there to recive them.

the spells i got were
Blizzard lvl 54 (aoe rain)
Banishment lvl 60 (anti summoned dd)

This was not really a chalange , but a good spell farming expidition. (All spells were 54 + as far as i can remember)

____________________________
/salute
Mordoth Xylem Phoenix Arise
Rodcet Nife
<I>May the Trees be with you</i>
thanks
# Sep 27 2001 at 5:41 AM Rating: Default
this is some nice info, i am glad someone knows stuff like this and posts it, it will be very helpfull when i finallly get to go down,





Kedin Ohalloran
54th Champion
the tribunal
My experience with king and juggs
# Aug 31 2001 at 8:35 AM Rating: Decent
*
113 posts
Yes the spell drop on juggs is very nice. It seems to be mainly mage spells. However, the xp is not that great. If you're thinking that you are going to get nice xp, I would say you're wrong. But let me explain. The fights last much longer than krup knights. The xp from the chef room flies by. The time you take to kill say a myconid or a reet could have resulted in about 5 krups, which are at 60% or so of the xp of one myconid each. So 60% xp times 5 in the same amount of time, results in much more xp.

This is just a point about xp. If you want the drops, that is the only reason I would suggest you come down to juggs or king for. Chef is a much better xp camp. I dare say it's the best xp camp in the zone, for the higher level player. Upper exit is good xp for the 50's group.
RE: My experience with king and juggs
# Oct 07 2002 at 12:01 PM Rating: Decent
this is a reply to an old post i know. but with the recent change to exp this is no longer the case. you can set up a good group for exapmle chanter cleric warrior monk rogue rouge or maybe cleric chanter warrior rouge dps dps whatever. all being 58-60 you can kill off myconids really fast. juggs will still take a little longer but not as long as it seems you can get alot of exp off them now.
Hps
# Jun 19 2001 at 10:27 PM Rating: Default
approximately how much HP's Juggernauts got?
slayer
# May 30 2001 at 3:31 AM Rating: Default
Was there with a group at 51 and my spells landed most of the time so their resistence is very weak.
Groupin juggs
# Apr 03 2001 at 11:06 AM Rating: Excellent
**
397 posts
Sick of people that dont camp juggs cuz they are hard. People seem to think that juggs are somehow like 5 x harder than other lvl 55+ stuff, and they are not. They actually have pretty low magic resist and you can slow them basically every time after you tash.

At lvl 59 I can't get my spells because noone hardly ever camps juggers and I'm very pissed about it. People, these guys drop good loot and they are very easy, start camping this crap!

Group should consist of:
56+ Druid
57+ Enchanter
58+ warrior with at least 1050 unbuffed ac.
57+ rogue or monk
56+ cleric
57+ shaman

Once you get those classes, these things are cake. Wizard could substitute for the druid for evac and damage purposes.

Start fight:
Warrior engages mob
Rogue starts in
Fight goes about 15 seconds with cleric tossing small heals
Enchanter casts tashani and lets group know it's done
Shaman casts Tugur's and waits till the warrior establishes enough taunt for everyone to sit then proceeds to lay waste with jbb until maybe an add.
Rinse repeat, phat lewt phat exp

On Adds: this is only a problem if your warrior is too stupid to switch targets and start procedure over again on new target to maintain the taunt. Once warrior gets about 30 seconds of additional taunt on the add beyond tash and tugur's, switch back to the origional target and finish it off. Even if you cannot mez these things, you can still tank them well enough with tugur's that it would take 4 of these things to require a succor to zonein. Prime importance here is that warrior maintain taunt value on all juggers at all times. If the warrior is sub-par for his level then you should not attempt this camp. IE if he doesnt already have full indocolite / cobalt mix and at least 2 lamentations, then yer screwed.

#1 key to remember here is "Tugur's needs to land", so you need to maintain agro on the warrior long enough for the enchanter to tash and the shaman to slow. It is only difficult at first when the cleric has to do short burst healing while waiting on the slow. After that you can just cheal on low hps because by the time the warrior's hps drop that low you'll have already meditated about 400 mana.

This is a highend fight, but it's not a 'hard' fight. These things hit very weak for lvl 57ish mobs. They only hit 171ish man... how easy can you get for this kind of loot?

MAKE SURE your wizard or druid knows how to avoid agro well, because if your evac dies, chances are the fight will last so long without nukes that you will get a few adds.

MAKE SURE to SNARE. This is why you brought a wizard or druid mostly. These things run fast when they get low hps and theres almost no way to chase them down fast enough to root them.

Stay away from Tolapumj and protector area unless you have 2 similiar groups of the levels I listed above because you will probably have 4 to 5 mobs on you when you try to pull. MOST of them will be HASTED by Tolapumj, so dont do Tola without a raid type party. Tola and Prot are very easy to slow when tashed, but because they are very high level, they will take a long time to kill, and consequently... adds. So steer clear and just do the rest of the juggs. Respawn time is fast enough that you dont really have to move to farm juggs... just kill roamers and pull like 10 or so.

Buy coffins and put them on a twink outside sebilis. (We know this isn't hard so dont say it is). You might need to summon corpses if you get unlucky but I doubt it cuz these things are cake.

Juggs dont cast, but Tola, and a lot of reet and myconids do... so try to stay in between.
____________________________
Tallonzek 60 hunter/Bovinator 60 warrior/Hellpoint 60 rogue/Detriment 60 hunter
RE: Groupin juggs
# Dec 04 2001 at 4:39 PM Rating: Excellent
I very much agree with you Mand.

Though, a few additions:

a) Enchanter 54+ will do. They need to have Glamour of Kintaz, but even the lowely 34 Tash is enough to allow a 56+ shaman to reliably land slow.

b) While Juggs cannot be mes'd. They can be enraptured by the Glamour or the 57 Mes. Even though it's not very mana effecient to do so, Landing a GoK while the debuffs are cast can make it alot easier for the Shaman to get that slow in.

c) Root Park. Like you said, these are not particularily resistant to magic. Once slowed, even the enchanter can drag them off to the side and park them with root. Just remember not to damage them so they don't start summoning.

d) Froglok Reets are your enchanters friend. Pulling the odd Reet shaman is a great source of extra mana.

They drop 55+ spells, and two nice helms. A good group can swing from the Juggs to the Fungi King regularily to maximize the chance for fun toys.

RE: Groupin juggs
# Jul 22 2003 at 11:47 PM Rating: Decent
*
144 posts
Juggs can be mezzed. Do it all the time...haven't had one resist. GoK is a mezz... btw. And there is no 57 mez. You get a single target mezz at 54... that is Glamour of Kintaz which works to 57 and an ae mez at 52 which is Fascination...which you cant use on Juggs because it only works up to 55. Don't root park these...use GoK thats what enchanters are in the group for. Anyone with root can park but only the enchanter can turn a sticky situation into victory. Did seb tonight w/ me, a 65 shaman and a 65 sk. Had three adds while fighting a jugg. 2 more juggs and a reaver. I proceded to GoK all of them then tashed all of em then started counting in my head. Soon as i got to 45 I would GoK them all again... repeat untill all are dead. Its a little easier if one of your adds is a caster then you can ToT them. But all in all... you can do it. Its not that much mana... and if your oom at the and... just med up :)
RE: Groupin juggs
# May 30 2001 at 1:38 AM Rating: Default
wow, some usefull information on an open forum for a change

thanks
Spawn Spot
# Jan 28 2001 at 7:35 PM Rating: Decent
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51 posts
A bunch of these spawn around Trakanon himself. They do drop a very nice assortment of 55+ spells as well as the Sebilite Croaking Dirk.
RE: Spawn Spot
# Apr 26 2002 at 3:44 PM Rating: Decent
10 posts
Yes also sebilite protector and tola spawn close by, as long as you don't have to worry about trak, the back of lair is good spot to pull to, have a monk fd split a few first, then pull jugs and or frogs from all the way to the locked door, there are not many spawns in the very back, and the lair gives the monk LOTS of room to split then have main aggro pull them from there with a bow, and should be pretty easy to get singles, did this with about 15 people easily, always helps to have chanter though
More loot
# Nov 08 2000 at 3:32 PM Rating: Default
Also drop Cobalt helms, at just a slightly better rate as the dirks ;\ Also a good varity of 55+ spells
Loot
# Aug 27 2000 at 2:02 PM Rating: Default
These drop sebilite croaking daggers on occasion
Level of Juggs
# Aug 02 2000 at 4:16 PM Rating: Decent
My guild cleared the Juggernauts almost all the way to Trakanon this morning and every one of them that we killed conned even to me. I'm level 57, so unless this was a fluke it appears that most or all of them are level 57.

Onarach Curaidh
Harbinger of Storms

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