Coldain Ring #10: Ring of Dain Frostreaver IV  

Quest Started By:Description:
Where:
Who:
Rating:
*****
(From 1 rating)
Information:
Level:55
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Quest
Quest Goal:
  • Faction
  • Loot
Factions Raised:
Factions Lowered:
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Scars of Velious
Recommended:
Group Size:Raid
Min. # of Players:1
Max. # of Players:1
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Thu Oct 25 16:29:32 2001
Modified: Tue Dec 5 05:21:04 2023
This is the 10th and final Coldain Ring Quest.

Overview: This is a large encounter that requires a fair amount of players to complete. It involves multiple waves of giants of different levels attempting to overrun Thurgadin. You must kill the giants and the final giant in the war, Narandi the Wretched.

Once you have the 9th Ring and the Dirk of the Dain, you hand the Dirk to Dain Frostreaver IV in Icewell keep.


Tips:

* Use a ranger or other tracker to make this easier. The waves of giants spawn as a cluster in a random location, a tracker can see when they spawn and hunt them down and kill them and make sure there are no stragglers.

* Zrelik the Scout is kind of like a charmed pet who follows you around and you can relay troop commands through him. Do not invis or he will get angry and attack you. (My ranger has a habit of casting group invis when he starts to travel. Oops.) If that happens you can drop aggro, the Scout will continue to accept commands but he will no longer follow you. If the Scout dies, no big deal, but you can't command the troops anymore. I did not bother with troop commands anyway.

* During the two zone repops at the start and end of the event, your mount will poof if you are riding one. Pets poof temporarily but stay with you. Campfires and mercs are ok.

* Every giant drops a weapon. If you really like velium, you can save the Velium Two Handed Swords to convert to velium using a forge, there will be about 100 of these swords. The other giant weapons are not useful.




General Outline:

4-10 minutes to start the event and do setup.
War begins.
6 Coldain dwarf leaders to protect.
5 different places where giants can spawn and march toward the different sets of dwarf camps.
3 Phases of war, about 20-25 minutes per phase, with a 10 minute break in between phases.
Phase 1: 7 waves of giants, some led by Kromrif Captain, 7th wave is a double.
Phase 2: 6 waves of giants, some led by Kromrif General.
Phase 3: 5 waves of giants, some led by Kromrif Warlord.
Finale: Narandi the Wretched.
7 minutes to loot head and do turn-ins.

Total time 1 hour and 45 minutes



    Obtaining the Orders:

    Dain Frostreaver IV says, 'My good ______, you have served me well. You have flushed out all who sought to oppose me and my people. I am afraid I need to call upon you and your friends one final time. The dissension and treason ran deeper than I had anticipated. Our population has been cleansed, but we lost a full third of our army to the poisonous words of those rebels. In retaliation for your deeds, the Kromrif have made plans to attack us in this, our weakest hour. Can I count on your help outlander?'

    You say, 'You can count on my help.'

    Dain Frostreaver IV says 'Several of our greatest officers, including a few veterans from the war on Yesterwinter are assembling just outside our city. Gather your army at once and give this parchment and the ninth ring to Sentry Badian. I will remain inside the city with a few of my troops to defend it against any who might penetrate your defense. May Brell be with you, ______.'

    Dain Frostreaver IV gives you Declaration of War.

  1. Take the Declaration of War to Sentry Badain who is located in a guard tower in the Great Divide, at -1080, +140.

    Hand Sentry Badain the declaration and Ring 9 to start the "WAR".

    Sentry Badain Breathes deeply and blows into an ornate horn. The sound echoes through the mountain pass. All local inhabitants scurry to take cover.

    Sentry Badain says 'I'll be right with you, _____.'

    He and the other Coldain despawn. He reappears shortly.

    Sentry Badain says 'Excellent! All of your commanders have reported to the Dain, and none too soon mind you. We are getting reports of Kromrif troop movement in the area and final preparations must be made. Follow me and the Seneschal will brief you.


  2. Follow him to a circle of dwarves that are in the middle of a conversation:

    Garadain Glacierbane says 'With all due respect, Seneschal, I feel my men are best suited for the eastern post. If the outlander has rounded up enough soldiers to hold 'em off from the south then they'll definitely test us in the gorge. We'll be needin' a solid defense there.'

    Seneschal Aldikar says 'Very well, Garadain, the eastern post is yours. I'll place Kargin and his bowmen on the hill to the west, and Churn, you'll station your troops up near the caves just past them.'

    Churn the Axeman says 'Understood sir.'

    Sentry Badain says 'Excuse me, Seneschal Aldikar, you instructed me to report to you when the outlander returned. I have brought him.'

    Seneschal Aldikar says 'Perfect timing outlander, please be seated and listen carefully. Badain, yer dismissed.'

    Sentry Badain says 'Sir, yessir!'

    Sentry Badain then walks off towards Thurgadin and despawns.

    Seneschal Aldikar says 'We knew the day might come when the Kromrif would discover the location of our beloved city. It was only prudent for there to be a plan for such a circumstance. In light of recent developments, however, our plans have been adjusted. Outlander, the Dain has appointed you to lead our armies in defense of Thurgadin.'

    Seneschal Aldikar says 'I will stand here with a handful of men as a final line of defense. Should I fall, all will be lost. You will have these men and their soldiers to command. Use them wisely, you will be richly rewarded if your forces are able to keep them alive.'

    Seneschal Aldikar says 'Garadain will post his men in the gorge to the east. Churn and his men will await your command in the caves to the west. Dobbin will have his forces at the ready in the clearing directly south of here near the towers. If any Kromrif make it to his vicinity he and his men will attack with or without your command.'

    Seneschal Aldikar says 'Lastly, Corbin will hide his men in the worm caves to the south, call on him for a surprise attack. Remember where these men are stationed, outlander. Should they call out for help you may wish to send some of your people to aid them.'

    Seneschal Aldikar says 'The leader of this invasion is a powerful Kromrif named Narandi. Rumor has it that he is more powerful than any ten of his peers. He must fall. When he is slain you must show his head and the ninth ring to me.'

    Seneschal Aldikar says 'Scout Zrelik here will follow you and serve as your herald. He will relay your orders to the troops. Show me your ninth ring now to verify your identity and I will give you the orders to memorize.'


  3. Give Seneschal Aldikar the ring. He gives it back along with an item called "Orders of Engagement."

    Seneschal Aldikar says 'Commit these orders to memory, ______, have them ready to speak at a moment's notice. When you are finished memorizing, repeat them to me. Tell your soldiers to prepare themselves. When the orders are handed to Zrelik we will take up our positions.'

    The Orders read:

    OFFICIAL COLDAIN ORDERS OF ENGAGEMENT: To call Garadain's men: "Garadain to my side!" To call Dobbin and his men: "Dobbin assist me!" To summon Churn's troops: "Churn protect me!" To call upon Corbin's team: "Corbin, attack!" Call all available troops: "For the Dain, attack!"

    You should make hotkeys to turn off attack, target Zrelik and /say one of those commands to Zrelik the Scout.




    Triggering the War

  4. Give the Orders of Engagement to Zrelik.

    Zrelik the Scout says 'At yer service, ______. Remember now, before issuing me an order ya must disengage from any combat and be sure yer speakin to me. I advise you to avoid combat at all costs, your leadership is crucial.'

    00:00:00 - War timer begins when you hand your Orders of Engagement to Zrelik the Scout.

    This begins the war. You'll see:

    Seneschal Aldikar shouts 'Good citizens of Thurgadin, hear me! Our city, our people, our very lives are in danger this day. The Kromrif are at this very moment marching towards us in an offensive they hope will bring about our demise...'

    Seneschal Aldikar shouts 'I hereby command, by authority of Dain Frostreaver the Fourth, that all able bodied Coldain fight to the death in defense of our land. Children, disabled citzens, and unseasoned travellers are advised to evacuate immediately!'

    Seneschal Aldikar shouts 'My fellow soldiers, take heart! For we are not alone in this endeavor. One among us, an outlander, has earned the title Hero of the Dain for valiant service to our people. This newcomer has brought with him allies that will fight alongside you to help bring about our victory.'

    Seneschal Aldikar shouts 'My friends... Brell did not place us here so many centuries ago to be slaughtered by these heathens. Nor did our forefather, Colin Dain, sacrifice himself simply to have us fail here now. Through these events we were brought to this day to test our strength and our faith.'

    Seneschal Aldikar shouts 'Will we be shackled together to slave away in Kromrif mines or will we stand united and feed these beasts Coldain blades? By Brell, I promise you, it is better to die on our feet than to live on our knees!'

    Seneschal Aldikar shouts 'TROOPS, TAKE YOUR POSITIONS!!'

    The 6 dwarf leaders take up their positions:
    Seneschal Aldikar -- (30, -110) north at entrance to Thurgadin behind waterfall, last line of defense
    Dobbin Crossaxe and his troops -- (-1090, 0) south, between the sentry post and the creek
    Corbin Blackwell and his troops -- (-2880, 100) further south, near wurm cave entrance
    Kargin the Archer and his troops -- (-1095, 870) west of Dobbin
    Churn the Axeman and his troops -- (-1070, 1545) further west of Dobbin
    Garadain Glacierbane and his troops -- (-570, -1835) far east at monument




    Commands to Zrelik

    These are the commands you can give to Zrelik the Scout:

    You say, 'For the Dain, attack!'

    Zrelik the Scout shouts 'All able Coldain, come to me at once!'

    You say, 'Churn protect me!'

    Zrelik the Scout shouts 'Churn, get yer men and c'mere on the double! _____ needs ye!'

    You say, 'Corbin, attack!'

    Zrelik the Scout shouts '_____ is in need of yer help Corbin. Bring yer men!'

    You say, 'Dobbin assist me!'

    Dobbin Crossaxe closes his eyes and in a graceful motion, gives a low, sweeping bow, 'Greetings to you, friend, and welcome to the district of Selia. We are the beacon of light and justice, of all that is good and kind. As Tanaan is the cornerstone of neutrality, we are the shining jewel of righteousness, valor, and honor. I am Phantasmist Abaur and in my years upon Norrath, served as an enchanter within the arcane council of Freeport. Then, the city was in a fledgling state of being -- the Temple of Truth was still in the primordial beginnings of its construction and the city served solely as a port rather than the functioning metropolis I'm told it has come to be today. If you practice the same art and require aid in learning the fundamental basic skills, then I will be more than pleased to oblige that necessity.'




    In the Event of a Loss

    If any giant gets past you to the Thurgadin entrance, you lose. You'll know this has happened if you see that Zrelik is missing and the giants are lined up on both sides of the river to Thurgadin.

    All of Thurgadin dies in the event of a loss. You'll see dead Coldain throughout the zone: A Gutted Guard, A Gored Guard, A Butchered Butcher, A Murdered Merchant, A Bludgeoned Banker, A Conquered Coldain, A Punctured Priestess, and A Perforated Priest.




    The War

  5. Once Seneschal Aldikar shouts for troops to take their positions, the battle begins.

    00:01:50 - 2 lines of Kromrif Spearman spawn, to the SW (12), and SE (6). Leave them alone until after wave 1.

    Waves of giants can spawn at one of five locations:
    West of the creek:
    giant A -- 10 men + leader -- (-2545, 240) further south (north of Corbin Blackwell), march north along the creek toward Dobbin Crossaxe
    giant B -- 10 men + leader -- (-2140, 900) SW, march NE at first, then turn and march NW toward Kargin the Archer
    giant C -- 10 men + leader -- (-2060, 930) SW, march NW toward Churn the Axeman
    (B and C are close together)
    East of the creek:
    giant D -- 6 men, no leader -- (-2100, -1100) SE in a valley, march east to the creek, then turn and run north toward Dobbin Crossaxe
    giant E -- 6 men, no leader -- (-1900, -2700) further SE at spires, march north toward Garadain Glacierbane

    Before the first wave, head south and watch over Corbin because he is still walking to his post when the giants spawn. After that first wave, Corbin and his troops don't see any more action.

    Phase 1: Kromrif Captain and troops of giants
    00:02:30 - giant wave 1 -- always spawns to the south at giant point A. Protect Corbin.
    After defeating wave 1, clear out the 2 lines of giant spearmen on either side of the creek.
    00:05:35 - giant wave 2 -- a random location at A, B, C, D, or E
    00:08:55 - giant wave 3 -- a random location at A, B, C, D, or E
    00:12:05 - giant wave 4 -- a random location at A, B, C, D, or E
    00:15:20 - giant wave 5 -- a random location at A, B, C, D, or E
    00:18:35 - giant wave 6 -- a random location at A, B, C, D, or E
    00:21:50 - giant wave 7 -- double wave, two sets of giants at two different random locations

    short break, rebuff then head south and wait

    Phase 2: Kromrif General and troops of giants
    00:30:45 - giant wave 8 -- always spawns to the south at giant point A
    00:35:40 - giant wave 9 -- a random location at A, B, C, D, or E
    00:40:30 - giant wave 10 -- a random location at A, B, C, D, or E
    00:45:25 - giant wave 11 -- a random location at A, B, C, D, or E
    00:50:15 - giant wave 12 -- a random location at A, B, C, D, or E
    00:54:45 - giant wave 13 -- a random location at A, B, C, D, or E

    short break, rebuff then head south and wait

    Phase 3: Kromrif Warlord and troops of giants
    01:06:05 - giant wave 14 -- always spawns to the south at giant point A
    01:11:30 - giant wave 15 -- a random location at A, B, C, D, or E
    01:16:55 - giant wave 16 -- a random location at A, B, C, D, or E
    01:22:20 - giant wave 17 -- a random location at A, B, C, D, or E
    01:27:45 - giant wave 18 -- a random location at A, B, C, D, or E

    01:33:00 - Narandi the Wretched -- spawns to the south at giant point A

    Person with 9th ring loots Narandi's Head (and Narandi's Lance), and does turn-ins to the dwarf leaders to receive 10th ring and other rewards.

    Once he is dead:

    Narandi the Wretched's corpse says 'Rallos! Please accept my soul... I pray that you may find me worthy.'

    Seneschal Aldikar shouts 'Outlander! You've done it! The Kromrif invasion has been frustrated! Bring me the head of Narandi and your Hero's ring.'




    Turn-In for the 10th Ring

  6. Once you have won, turn in ring 9 and Narandi's head to Seneschal Aldikar to receive the 10th Coldain ring.

    Seneschal Aldikar unsheathes a knife and shaves the beard from Narandi's face and returns the head to you, 'The Dain will require the beard for his trophy room, please accept this ring on his behalf. May its effect aid you as you have aided us. Be certain to present the ring to the Dain when you're in town. If you remain an ally he will be most gracious, but be warned, if you fall from his good graces he will keep the ring.'

    Your faction standing with Coldain could not possibly get any better.
    Your faction standing with Dain Frostreaver IV got better.
    Your faction standing with Kromzek could not possibly get any worse.
    Your faction standing with Kromrif could not possibly get any worse.

    You receive the 10th ring and the Shorn Head of Narandi.




For your greatdivide map file:

P -140.8979, 1086.0707, 19.9692, 0, 0, 0, 2, Sentry_Badain
P 110.6287, -30.4656, 98.4868, 0, 0, 240, 2, Seneschal_Aldikar
P -0.8778, 1089.5574, 21.3290, 0, 0, 240, 2, Dobbin_Crossaxe
P -101.7317, 2879.9351, -147.5464, 0, 0, 240, 2, Corbin_Blackwell
P -870.5677, 1096.0801, 52.8605, 0, 0, 240, 2, Kargin_the_Archer
P -1544.1824, 1070.0249, 318.4990, 0, 0, 240, 2, Churn_the_Axeman
P 1835.3717, 569.7529, 67.9730, 0, 0, 240, 2, Garadain_Glacierbane
P -241.0330, 2545.4253, -102.8853, 240, 0, 0, 2, giant_A_(10_+_leader)
P -899.8578, 2140.5923, -68.4469, 240, 0, 0, 2, giant_B_(10_+_leader)
P -930.2473, 2060.9253, -61.2691, 240, 0, 0, 2, giant_C_(10_+_leader)
P 1100.0325, 2100.8440, -59.8942, 240, 0, 0, 2, giant_D_(6)
P 2699.7483, 1889.6426, -47.4634, 240, 0, 0, 2, giant_E_(6)
P -240.5835, 2545.6619, -102.2962, 127, 0, 0, 2, Narandi_the_Wretched
P -19.4524, 2517.1030, -107.8818, 127, 0, 0, 2, (Narandi)
P -679.8284, 2230.1731, -78.5928, 127, 0, 99, 2, giant_spearmen_(12)
P 733.3732, 2219.2273, -78.5174, 127, 0, 99, 2, giant_spearmen_(6)
L -491.9565, 1840.9690, -42.6600, -752.4586, 1301.3185, -1.9065, 240, 0, 0
L -899.6506, 2140.7405, -68.4849, -491.6444, 1841.0205, -42.3858, 240, 0, 0
L -929.1405, 2062.2490, -61.4814, -1338.3960, 1233.5393, 37.6956, 240, 0, 0
L 1100.2030, 2100.7883, -59.9417, -42.0502, 2161.7610, -70.8139, 240, 0, 0
L -42.0502, 2161.7610, -70.8139, -35.3498, 1750.0957, -6.8502, 240, 0, 0
L -240.7111, 2545.5566, -102.8815, -0.5404, 1379.7933, 5.0979, 240, 0, 0
L -35.4947, 1750.1780, -30.3821, -62.5974, 1806.3041, -38.8796, 240, 0, 0
L -34.9191, 1750.4731, -30.0860, -10.0100, 1805.5049, -39.6174, 240, 0, 0
L -0.4882, 1379.9471, 4.8516, -29.1439, 1413.8013, 0.6348, 240, 0, 0
L -0.5513, 1379.6868, 5.1911, 11.1830, 1420.3633, 5.1911, 240, 0, 0
L -752.2214, 1301.2167, 19.5392, -753.4218, 1350.4380, 30.3684, 240, 0, 0
L -751.6429, 1303.0729, 19.5846, -714.5646, 1329.5950, 18.5932, 240, 0, 0
L -1338.4795, 1233.5630, 247.7913, -1341.4237, 1288.8704, 228.1974, 240, 0, 0
L -1337.6941, 1234.6218, 247.2597, -1295.1370, 1267.7123, 215.0856, 240, 0, 0
L 2699.7483, 1889.6426, -47.4634, 2494.3928, 1185.4153, 313.5359, 240, 0, 0
L 2494.3928, 1185.4153, 313.5359, 2485.1653, 1232.4016, 307.9298, 240, 0, 0
L 2494.5894, 1185.7124, 313.4759, 2527.7456, 1220.6357, 309.2332, 240, 0, 0
L -240.5835, 2545.6619, -102.2962, -19.4205, 2517.0564, -107.8445, 127, 0, 0
L -600.1660, 2420.1313, -87.1292, -874.4609, 1758.8580, -32.9297, 127, 0, 99
L 764.3409, 2276.6443, -83.7867, 648.7021, 2059.9014, -60.9299, 127, 0, 99




Additional Rewards

01:40:00 - Great Divide zone repops to end the event.

Be sure to visit the Dain in Icewell to receive your bonus reward.

Hand in the Shorn Head of Narandi to each of the dwarves near the Seneschal. This may only be possible if none of the dwarves die (need confirmation either way):

Churn the Axeman pries a crown from the head of Narandi, 'The halls of Thurgadin will echo with praises to you for as long as we grace the face of this land. May this crown serve you well. Honor through battle!'

You receive the Crown of Narandi.

Kargin the Archer picks up a stick and hits the back of the dismembered head with all his might, knocking one of its eyes out of the socket, 'Bastard killed my brother! Hope his ghost felt that one!'

You receive the Eye of Narandi.

Corbin Blackwell unhooks a glowing earring from Narandi's shorn head, 'Hmm, this looks like something special. Take it, ______, you've earned it! Be well.'

You receive an Earring of the Frozen Skull.

Dobbin Crossaxe gives a gentle, warm smile and slight nod of his head in warm welcoming, 'Good day to you, ______, and welcome to the district of Selia. We are children of the light -- beings who valiantly uphold the ways of honor, valor, and merits of goodly faith and virtue. Rather, we are crusaders of these things, collectively comprising the beacon of these traits within the universe in our position in New Tanaan. We are quite pleased to have you approach us with such confidence -- perhaps the inner light has brought you to us, seeking a way to unlock the purity of these merits that you faintly mirror now. If you are seeking council in the ways of enchantments, then I would be more than pleased and honored to aid you where I can, my friend.'

You receive the Faceguard of Bentos the Hero.

Garadain Glacierbane removes a choker from the severed head and returns both items to you, 'Congratulations on your victory, ______. I couldn't have done a better job myself. May Brell protect and watch over you and your friends. Farewell.'

You receive a Choker of the Wretched.

Make sure your faction is high enough (warmly or better? which faction?), then give the ring to the Dain in Icewell Keep:


Dain Frostreaver IV says '______, your deeds have changed the fate of my people forever. Not since the sacrifice of Colin Dain himself has anyone so selflessly risked so much for our well being. Accept this blessing as a token of my gratitude.'

You receive Protection of the Dain.
Submitted by: Metopious
Rewards:
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Tactics..
# Dec 11 2001 at 11:24 AM Rating: Default
To the Anonymous person (lvl 53 Warrior) Thank you for that, myself playing a ranger, i can't take many hits, and i use the Same tactic on occasion, when i am the main Tank (as a ranger) i have to work my *** off keepin mobs on me, and doin such, it Can get me killed, BUT, it's better to let even a Caster take 1 hit, or a Druid ~smirks~ take a couple of hits ;P than to let me die outright, cause then where is the rest of the group, ALL Dead, not saying better them than me by Any means tho, i've stood there and died when telling the group to run like hell to a zoneline before, cause it's Always better 1 death than 6 in a grouping situation, but as far as letting 1 other group member take a hit for me while i let the heal sink, Yes, that does work, that keeps groups alive, if everyone else wasn't supposed to be "Capable" of taking a hit, how would a lvl 50 Purecaster have over 1k hp? they are able to take one or two hits, and the mob will get back onto you when you run back in, fully healed, taunting, kicking, screaming, and then the lesser's can start healing up those little specks that the mob did to the casters again, and your group is back up cause the tank is back up... i'm glad someone pointed out this little detail here, it does really help out alot, stand and die, doesn't always help a group yah know, back up a step, and live, so you can keep Everyone else alive, that one Does work :)

hope you all can make the most of this one, and hope people use this safely to the aide of the group, no, rangers are Not Warriors, and should Never be played as one, but they can have the knowledge of em ;)

hope it helps, have fun all..
#REDACTED, Posted: Dec 06 2001 at 4:11 AM, Rating: Sub-Default, (Expand Post) today i had a pen in my ear
Make sure you got MASSES of people
# Oct 29 2001 at 3:10 PM Rating: Good
I just helped out in this war yesterday. I zoned out of thurg and being a 53 warrior, i was immediatly drafted into the war of a lifetime ;) We must have had at least 50-60 people on the battle fronts. We did not succeed in the end, not enough people ran in to kill the warlord at one time, and we got owned big time ;( Even in a failed attempt though, i must say it was the funnest day in EQ ive had in a long time. Make sure you got about a group per giant that spawns, and each group should have a cleric at least. When you go in for the kill on the warlord, be prepared to do res's on the spot, because if your not non-stop rezing the fallin, your not going to have enough for the final wave.
Criteria for success that I see. Uber tanks, and lots of them. Chanter with C2 and shissar haste capablities. one cleric per group, must have a rez stick. several wizards for letting loose on giants that are about to be killed. Make sure to have several rogues BSin the hell out of em, you need to kill the giants fast as possible so make sure you have a damage dealing squad roaming from giant to giant for the quick kill. Tank mez each giant with a group of tanks, then let some monks and rogue groups go about to put in the very fast kill. Get as many pets as you can in the mix, extra damage dealing and tanking is always welcome here. Have a few shamans running around slowing and doing what shamans do best to the giants ;) Keep your melees sowed and hasted at all times, the mear catching up to a giant before he can get farther in will help. Also, like in most battles, make sure you have a couple main guys keeping an eagles eye view of the battle field, and LISTEN to what hes saying and FOLLOW instructions he give IMMEDIATLY!! Many people dont do what the leader says because they think they know better, well thats not for you to decide on this run. If everyone dies because of what the leader says, well he wont be the leader much longer ;) but if everyone dies because you didnt get back to help defend a certain location in time, well your **** is grass. It may take 70 people to win this battle, but remember to keep a mind set that every single person in this battle is crucial. Think of it as if you werent here, this raid would not be able to function and play your role just as seriously. Im not a MA tank, but one thing i find many MA tanks do, is stick it out till the bitter end, even when they have no hope to live... like most of us tanks ;/ What I find that benifits the group MUCH more, is to back out... simply take a few steps back, and allow the CH to sink in, then go back to beat the snot out of the enemy. I dont know how many times the MA tank dies by missing a CH by just a mear second or 2. Let your other tanks in the battle take a couple hits on the chin, then go back to taunting like mad. Remember if your the only uber tank in the raid, once you go down, what do you think that leaves us with. The rest of us melles will be picked off at a much faster rate, and will just keep going down faster and faster as we lose more and more melees. I might get flamed on this one, but I back out every time i get below 2 bubs, and let the monk take a few hits. I get CHed and i go back in to taunting and get the brunt of the attacks again. Its much better that i can stay in the battle, doing melee damage to the opponent and him doing a reduced amount of damage to the group by hitting me.
10th Ring War completed on Druzzil
# Oct 29 2001 at 2:14 PM Rating: Good
We completed the 10th Ring War for the first time on Druzzil Saturday, and it was a total blast. Some things to keep in mind:

- The giants are *NOT* kitable anymore. Their follow range was changed to basically melee range, so if you aren't directly engaged with a giant it will ignore you and beeline for Thurg.

- Two lines of Kromrif Spearmen will spawn. One not far East of the River in sight of the wurm caves, one farther West, towards the portal. These have a nasty ranged attack, but do not move. It is important to never TOUCH these, as if damaged, they'll start summoning EVERYONE to their deaths.

- The giants will spawn in three places: At the Wizard spires near EW zone (group of 6), South of the river (group of 10+leader), and West of the western Spearmen line (group of 10+leader).

- When Narandi spawns, he will be near the wurm cave, and will make a break in the direction of the EW zone. If he is allowed to despawn, the War is a draw. He FLURRIES, so every available person needs to get to him ASAP.
Neric the Heretic
# Oct 29 2001 at 7:20 AM Rating: Decent
Make sure you are kiting Narandi when you are fighting the last wave of giants. They forgot to do that on Solusek Ro, so he left a message and despawned!!!
Little clearer
# Oct 26 2001 at 11:11 AM Rating: Good
You get the Dirk of the Dain when you complete the 9th coldain ring quest. When you hand in the combined box of the traitors and your 8th ring to the Dain he will return Rodrick's dagger to you with the curse lifted from it. So its NOT the same as Rodrick's dagger. However you can totally skip this part. Anyone can get the Declaration of War by simply going up to the dain and saying to him "You can count on my help". I believe you need ally to do this.
To start the war you turn in ring 9 and the declaration to Sentry Badian in the Great Divide. He returns the ring back to you. You then follow him up to the Seneschal and the Coldain Hero's that are sitting around the entrance to Thurgadin. After some rambling from Seneschal he asks to see your ring, give him ring 9 and he gives it back along with a note that has information on how to control the dwarven army. Once you write down the commands in the note you give the note to the Scout Zrelik I think is his name, he will then become your pet. You need to say to the scout the orders in order to get the army to obey your commands. Once you hand in the note to the scout or if you take to long in doing so (think you have a couple minutes) the war will start.

Sorry I wasn't a bit more clear when submitting this. There's a HUGE thread under Quests of Norrath on the Safe House if you want spoiler info.

Metopious
Legacy of Steel
The Nameless
#Anonymous, Posted: Oct 26 2001 at 5:58 AM, Rating: Sub-Default, (Expand Post) Who does give at you Dirk of the Dain or what quest need do to get it? I see you need give at Dain Frostreaver a Dirk of the Dain and say words to he gives at you declaration of war. Thanks for help
#Anonymous, Posted: Nov 22 2001 at 11:24 AM, Rating: Sub-Default, (Expand Post) moron you can't type. Are you a dislexic *****?
RE: Dirk of the Dain?
# Oct 26 2001 at 10:50 AM Rating: Default
He means dirk of the traitor of that tardrick dude in EW near the giant fort
RE: Dirk of the Dain?
# Oct 26 2001 at 4:23 PM Rating: Default
No its not the dagger from Rodrick, when you handin your 8th ring and Box of the Guilty, you get your 9th ring AND the Dirk of the Dain, which when handed back and keyphrase spoke results in the declaration of war. =)


Striph
RE: Dirk of the Dain?
# Oct 27 2001 at 5:43 AM Rating: Default
Oh didn't knew that. :) ty for clearing that up, but isn't his dagger in the box or is that his head, i forgot wich way around.
that war is the coolest
# Oct 26 2001 at 4:56 AM Rating: Decent
I was in great divide and unity on prexus didi the quest for a warrior in their guild. tho im way to low level to have helped even a litle i made some awsome faction on that day. you just inch near the batle insure that your not in anyones way and that the giant your gonna hit is agroed on someone else then punch attack until you hit for one, you wont hit for more then that. then repeat the process for as many giant as you can.

P.S. be shure not to get in the way, if someone takes the time to tell you that you are disturbing them then they mean it cause from what i saw a small laps in atention can be realy bad. So if someone tells you to go away. pls do so, you might be costing one clerc or wizard the 3 second that he needed to nuke that one giant befor he killed a dwarf hero(wich mean one less reward for the war).
getting the ring back
# Oct 25 2001 at 9:55 PM Rating: Default
You get the ring back in all cases in which it must be given to the npc except with the 8th coldain ring or the ry'gorr fort battle. With that it is an all or nothing type of thing and is the only point at which you have the chance of actually losing your ring if you do not complete that step.
The Great War
# Oct 25 2001 at 5:30 PM Rating: Decent
I have participated in this 10th Ring War. It is by far the most fun I have ever had in EQ. We had about 140 people set up for it. 90 were 50+, 71 were 55+. By the 3rd wave all hell breaks loose. It is very intense and you will only succeed if the war is organized and you have good leadership.

If you ever have a chance to participate in this quest, please do so. BTW, we did kill Narandi and Kavis got his 10th ring. 2nd one on Tarew Marr I believe.

Talamier
56th Enchanter
Tarew Marr
RE: The Great War
# Oct 26 2001 at 1:56 PM Rating: Default
Yea quite a few of them on TM now hoping to get mine someday.

If you ever have the chance to go do so it is crazy faction. You can probably go from KoS to Ally in one day if you hit all the giants.

BTW Wassup Tala.
RE: The Great War
# Oct 25 2001 at 9:11 PM Rating: Good
Doh! For sure I will. I am so far from this. It definatley sounds like the "coolest" quest of them all. Maybe I can do it in 3 or 4 years. This sounds like it would make a great movie or book.

Ironhom Hammerforge
Dwarven Paladin
Tallon Zek Server.
a paradox?
# Oct 25 2001 at 5:21 PM Rating: Default
You say to turn in the 9th ring and the declaration to start the "war". But then after you kill the final boss of the "war" you say to turn in the head and the 9th ring. How can you turn in the 9th ring again if you turned it in to start the "war"?
RE: a paradox?
# Oct 25 2001 at 5:52 PM Rating: Excellent
*
102 posts
Most of the ring quests involve turning in the ring from the previous quest at the beginning and at the end, as a way of insuring that the quests cannot be done even partially out of order.

I believe the NPC you first hand the ring to in each case gives it back to you immediately. (ie. hand in ring 9 + declaration, get back ring 9, and war starts)
RE: a paradox?
# Apr 23 2002 at 2:21 PM Rating: Decent
That is exactly what happens. You turn in plans and 9th ring and Badian gives you back 9th ring. It is also important during the actual war to have a couple Sks and maybe an enchanter near the tower as a last line of defense (preferably with good connections to prevent the giants running lag). These guys saved my ring on more than one occasion. Good luck!
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