The Arena Master's Challenge  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:1
Maximum Level:115
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Loot
Related Zones:
Related Creatures:
Era:Prophecy of Ro
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Mon Mar 13 22:18:26 2006
Modified: Mon Feb 27 19:51:29 2017
Find Knight Champion Eddard at location +255, -589, +6 in East Freeport, just outside the Arena doors.

You say, 'Hail, Knight Champion Eddard'

Knight Champion Eddard says, 'Greetings traveler, have you come to [brave the challenges] of the arena'

You say, 'I have come to brave the challenges of the arena'

A task window pops up.

Defeat as many challenges as you can 0/1.

The task updates after zoning out.

To start the event, tell Knight Champion Eddard that you are ready. You will be teleported in to an instanced version of the Freeport Arena.

Once in you will see Knight Champion Eddard on the entrance. Hail him and receive a charm, Arena Champion's Badge, which will "improve as you defeat each challenge in the arena."

Knight Champion Eddard says, 'Your next challenge is [ready] when you are.
Prepare yourselves well. However, if you wish to [leave] it can be arranged. I can also allow you to resume your battles from [beginning] once more. Be aware that your current progress will be wiped clean if you do so.'

You say, 'I am ready' (a wave of mobs will spawn)

You say, 'We wish to leave' (you will zone out instantly)

You say, 'We wish to start from the beginning' (your arena flags will be cleared)

There are 41 waves of mobs. Each wave scales in mob level. The first wave consists of green-conning mobs, while mobs hit for 2500 towards the end.

Some Notes:

-Elemental mobs are not affected by anti-summoned spells. There are undead mobs too but it can be safe to assume that they really aren't undead either(unless listed below as undead).
-adds are usually smaller, less ornate, or immature versions of the main mobs
-mobs are progressively higher con, once the mobs upgrade (even to yellow, etc) they will stay at that level until they go higher.
-most wave are no snare/mez so there is kiting... lots and lots of kiting.

The Waves:

1) an arena gladiator (Green con mob)
2) an arena slave
3) an arena beast
4) an arena beast
5) an arena fighter
6) an arena fighter
all enrage at 10% from here on, summon when damaged:
7) an arena beast (light blue con)
8) an arena elemental (blue con mob)
9) an arena gladiator
10) an arena gladiator (lich)
11) an arena gladiator (drachnid)(even con mobs)
12) an arena gladiator (water elemental)--not effected by anti-summoned spells
13) an arena gladiator (earth elemental), two gladiator adds (blue con) -- all are immune to changes in runspeed
14) two arena gladiators (evil eyes)(yellow con), no snare
15) an arena gladiator (Battlemaster Rhioris type, undead), two adds (undead), no snare
16) two arena gladiators (gargoyles), no snare, 2% AA each
17) an arena gladiator (spider), 4 adds (snare/rootable)
18) an arena gladiator (fire elemental) hits up to 1k
19) an arena champion (one giant kick ass Mushroom Man), occational flurry
20) an arena champion (frost viking, undead), 6 adds (undead), two at a time, (snare/rootable) (they jump too!)
21) two an arena champions (froglok ghosts), no snare, two adds per champion (snare/rootable)
22) an arena champion (basilisks), two baby crocs (also basilisks), no snare
23) three an arena champions (drachnids), no snare, undead. Upon aggro, they insta-kill all pets, mounts, and auras; auras will flicker and return, but you must click off your mount buff before you can resummon it. Wait until the drachnids are dead before resummoning mounts or pets.
24) an arena champion (Battlemaster Rhioris)(red con), 4 adds all at once, blue no snare AE flurry
25) an arena champion (baby dragon, undead), TEN no snare blue an arena gladiators adds
26) an arena champion (red colored Seeker, undead), hits up to 1139, rampages
27) an arena champion (rock dervish), 4 blue adds **** MEZZABLE! ****, no snare, all are undead
28) two an arena champions (red colored goblins), flurries, 4 adds per champion (green colored goblins)--blue, no mez/snare
29) an arena champion (squidhead), flurries
30) two an arena champions (mummies)(undead), two blue adds per mummy (mezzable)
31) an arena champion (gargoyle)--two blue arena champion adds every 25% health (but we ended up with 10, they might spawn at 20% but lag delayed them)
32) seven an arena champions (undead orcs)--all spawn at the start, hits up to 1100 but usually 200-600
33) an arena champion (fire imp)--hits for 1300, nothing unusual but started single rampage at 20%
34) two an arena champions--two adds (snare/rootable, no mez), adds were at 80 (one) and 50 (one) on the first, two at 20% on the second.
35) two an arena champions (vampires), hit for 1800+, rampages -- two adds at 80% and 50% (mezzable, no snare/root)
36) three an arena champions (drachnids), hit for 1900, all no mez/snare, only partially slowable, rare AE rampage
37) an arena champions (frost giant), 1850, flurries, stomps! (you have to see it to understand)-- two adds every 25% (mezz and snares!) rampages
38) two an arena champions (big big cougars), 1900+, rampages--two pairs of cubs (maybe 80 and 40%), no mez/snare
39) two an arena champions (Battlemaster Rhioris/mino) flurries, 1750ish
40) four an arena champions (froglok ghosts), flurries, 1650's, flagged as undead, no mez, no snare/root
41) one an arena champion (eyeball), 2100, rampages, flurries--two adds at 75/50/25% (mezzable, no snare), adds flurry

You have to be in zone when the last mob dies to gain the achievement: Arena Champion's Badge (Freeport 70+).

Each wave increase your charm. Max stats available are:

MAGIC ITEM LORE ITEM NO TRADE
Slot: CHARM
AC: 20
STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +150 MANA: +150 ENDUR: +150
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Avoidance: +10 Accuracy: +10 Regeneration: +5
Recommended level of 70. Required level of 1.
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL
Slot 1, Type 7
Submitted by: Lyssabeth Goldenleaf, Druid of Tunare and Ruskhus of Magus Amiticia, Antonious Bayle Server
Rewards:
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Update for 2016
# Mar 31 2016 at 4:39 PM Rating: Excellent
43 posts
Just to complete the Achievement, I an 85 warrior with Abstruse gear and my J5 Cleric did this quest. Merc's don't count as group members so you will need two group members who do not have to be in zone. Nothing conned more than Light Blue. As a warrior with no crowd control, my cleric easily kept me healed. I also did this with only cleric buffs, a pot haste, and a few clickys, no other buffs. The first 20 waves go fast, the next 10 take a little time, and the final 11 can be a couple mins per fight with all the adds. As a warrior, this will be over an hour MOLO at 85, but easy. Other classes will be faster.
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85 Barbarian Warrior
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10 minutes
# Mar 25 2012 at 11:25 PM Rating: Decent
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118 posts
took us about 10 minutes to do this nowadays. just voa group stuffs
10 minutes
# May 02 2014 at 3:29 PM Rating: Decent
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439 posts
It took me 20 minutes from the moment i requested the task. Had just over 5 hours and 40 minutes left to complete the task. 86 mobs spawned in total that i killed. I have no doubt they can be killed faster but really doubting 10 minutes. Time flies when you are having fun.
hmmm
# Aug 22 2009 at 6:12 PM Rating: Decent
3 posts
just did this 2 boxed 85 mage an a 79 bst no pets died or mounts poofed
Wrong
# Aug 12 2007 at 7:45 AM Rating: Decent
Doing this task now, on round 27, and NONE of the mobs/adds have been mezable, hardly Any have been snare/rootable. My guess is that it is completely random what adds are snare/rootable. #25 with the dragon and 10 adds...some were snareable, some were not. IMO this item should be worth more than the mere 153 hps/mana it gives...
Cant get in!!! i have thePOR expansion
# Jan 20 2007 at 1:49 AM Rating: Decent
3 posts
I keep gettin a message saying it wont let me in.... i have the POR expansion but it still will not let me in!!! this is fustrating... please help!
final stats a bit off
# Jan 19 2007 at 11:55 PM Rating: Decent
9 posts
when you finish wave 41 it is upgraded to 21 ac 153 hps, mana, end, same stats, and saves, and accuracy, regen, and avoidance.

(edit) oh and we did this from start to finish in about 2 hours with two lvl 75 warriors 19k hps (group buffed) , 75 beastlord, 75 mage, 75 shaman, 75 cleric.
Myself (75 warrior) agro'd mobs kited them around, had other warrior pull them off me singly. We rinsed and repeated till we finished and on completion of final wave found out about the max stat's being 21 ac and 153 hps,mana,end.

Edited, Jan 20th 2007 2:50am by ostara
just finished
# Dec 25 2006 at 5:50 PM Rating: Decent
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so i just finished this, working on this about 3 days

group:

75 sk: 13k hp (using 2.0 epic) 2.3k ac
75 sk: 15k hp (using 2.0 epic) 2.5k ac
75 dru: 10k hp 11k mana 2.1k ac
75 clr: 10k hp 1.8k ac 10k mana
75 ench: 10k hp 12k mana
70 bard: 10k hp 9.8k mana 2.3k ac

3 people, 2 boxing each

75 sk (15k hp) with 75 ench
75 sk (13k hp) with 75 cleric
70 bard with 75 dru (i played this)

group setup point:
we move down to the elevator place which is under the arena itself
go down ramp, take first right, past the room with the table, and into the elevator room
put casters at the haystack
put the tanks at the edge of the room so they can see the mob thats coming

on levels with a lot of spawns (such as #32) this is what i did

aggro every mob, then move them to the jail area (the very big arena like place underground on the map with lots of tiny rooms around)

then when i get to the entry way to the jail room, i wait until i see the mobs

i start casting high sun on a mob

by the time highsun lands, you should be 3/4 or most of the way across the room

right when the mob gates, FM once, then do it couple more times to make the mob not follow you

now you have a group of mobs sitting around at the jail room, with 1 mob at the top of the arena

go grab that single mob to the group and kill it

and rinse repeat

hope this helps people

(this pulling method is a bit mana expensive though, im sure there are better ways but thiis what i did and found that it was the safest for us since the person playing the ench/sk is still very new to eq , he just played WoW for 2 years ish)

23
# Nov 22 2006 at 5:29 PM Rating: Decent
16 posts
round 23 is not undead. and does not make pets poof.
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Bug Maybe??
# Oct 19 2006 at 11:54 AM Rating: Decent
11 posts
Anyone know why my friend cant get into the arena?? It keeps saying its not safe for him in there and wont let him zone in. He is a level 65 Mage. Hes not invis and is in no other shared task
Bug Maybe??
# Oct 28 2006 at 11:46 AM Rating: Decent
3 posts
must have PoR expansion...
no issues with mounts
# Oct 06 2006 at 3:29 PM Rating: Decent
The advice from this poster is bogus. The entire mission makes pets poof if the main mobs that spawn do not have aggro. This does not include the adds that spawn at certain times, just the main spawns. It has nothing to dow with round #23

Edited, Oct 6th 2006 at 4:30pm PDT by weemage
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Weemage
Round 23
# Sep 16 2006 at 11:18 PM Rating: Decent
Round 23 (the 3 spiders) when you agro a spider it instakills all pets, mounts and auras. The aura's will flicker and come back, you need to click off your horse buff before you can resummon it. Wait till all 3 spiders are dead to make new pets / mounts.

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Bardess of Bristlebane
The Claw of Nagafen
Round 23
# Oct 10 2006 at 4:25 AM Rating: Decent
26 posts
This is not just this round, it is applicable to all waves. If you lose agro on the main mobs ie CoH, Succor all pets / mounts will die and you wont be able to get one back up until you complete the wave.
RE: Round 23
# Oct 06 2006 at 4:10 PM Rating: Decent
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uh, what?
Don't know what happened to your instance, but that is not the norm.

Yes, I have done it repeatedly, for several people.
It has not happened once.
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Dark Elf Shadow Knight
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Round 23
# Sep 17 2006 at 10:30 AM Rating: Excellent
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Harmonie wrote:
Round 23 (the 3 spiders) when you agro a spider it instakills all pets, mounts and auras. The aura's will flicker and come back, you need to click off your horse buff before you can resummon it. Wait till all 3 spiders are dead to make new pets / mounts.


Updated, thanks.
Lvl 17
# Sep 10 2006 at 3:19 AM Rating: Default
41 posts
Adds are not snarable/rootable
Lvl 17
# Sep 14 2006 at 8:39 AM Rating: Default
41 posts
If you'd note the subject of the post, you'd notice it says lvl 17. In other words, the mobs in round 17 are not rootable/snareable as one is led to believe from the list above. Tried with my lvl 70 ranger and it stated the adds were immune to changes in their run speed.
Lvl 17
# Sep 11 2006 at 10:09 PM Rating: Good
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Posting this again for the sake of those whom do not wish to read further down than a few posts...

Just because the write-up above says a mob is snareable/rootable, means it is snareable/rootable, and just because the write-up above says a mob isn't snareable/rootable, doesn't mean that the mob isn't snareable/rootable.

Instance to instance it can fluxuate, one wave being mezzable in one instance might not be in the next, you just have to be ready and try everything to beat this thing without considerable deaths.
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75th High Elven Paladin of Firiona Vie
Snaring
# Sep 05 2006 at 8:17 PM Rating: Default
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I am currently doing this with my guild. I have a few facts that may be of interest. I play a level 70 beastlord. We currently have a 70 cleric 70 paladin 70 rogue 70 shadowknight and a 69 warrior. The way we do it is like this.

1) The SK hails and spawns the wave. The warrior kites them around the arena if there's more than one.

2) The SK FD pulls one to our group in the jail room at the bottom of the stairs behind and to the left of the of the Arena Master.

3) SK FD's and the Paladin stuns agroes the mob. The rogue also jumps in behind the mob and the SK fights once the paladin has sufficient agro. I slow and send in my pet. Once the mob is slowed I join the fight. I use audio triggers to let me know when certain spells and effect land and wear off. I have an audio trigger for snares (bst aa pet snare Hobble of Spirits) and I hear the trigger constantly throughout the fights. I have scrolled back to check and I am able to confirm that the bst aa pet snare does in fact land on ALL mobs up to at least the 36th wave. We have checked this out and the mobs are in fact snared.

4) We repeat this technique until only the main mobs are dead. Then we all drop task to avoid having to fight the adds. We make sure that the charm does upgrade before we drop the task. (Do this to avoid bugging your charm) THen we simply join a new task to get the next wave :)

WARNING::: I have discovered that the task seems to bug if you zone out during a wave and or drop the task too soon. I had to zone to avoid dying a couple times and when I zoned back in I could not keep up a pet or summon my horse. The cleric had the same problem. We ended up having to drop the task and get a new one.
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Wave 30
# Sep 05 2006 at 12:26 PM Rating: Decent
20 posts
The mummy adds on wave 30 are NOT MEZZABLE
Wave 30
# Oct 08 2006 at 2:44 PM Rating: Decent
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LEVEL 70 ENCHANTER MEZZED THE MUMMY ADDS ON THE EVENT ROUND 30. EASILY WITH FELICITY.
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Wave 30
# Sep 12 2006 at 1:21 AM Rating: Excellent
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DangerousMonk wrote:
The mummy adds on wave 30 are NOT MEZZABLE


Updated, thanks.
Wave 32
# Sep 05 2006 at 3:48 AM Rating: Decent
23 posts
Ok I am not sure if anyone else has ran into this but here goes:
Tonight my GF and I (both 3 boxers) pick this quest up where we left off last night. We encounter no problems until Wave 32. We pet pull the first goblin down to the circular area with no problems whatsoever. At that point we noticed all pets died somehow and all mounts disappeared. The mount buff still showed but the mount itself would disappear as soon as it was summoned again. We also noticed Knight Champion Eddard was missing as well. Well using a creative plan of me running around like a madman and then my gf's mage cothing me until we could split off singles. It took us a little while but it worked like a charm. It took a little longer than expected since we were short a shm bst enc and mage pet. On earlier attempts we noticed the bug with the pets after her bst pet died on a pull and she couldn't resummon one even outside the instance. I had he leave the task and she was able to summon a new pet...which died upon zoning in.../sigh. I will be pretty ticked if I have to do this wave over. Not to mention all the hair I will lose if I get the canned response "it's acting as intended" to my petition.

Vorac - 70 Warrior - Quellious
Wave 32
# Sep 16 2006 at 7:42 AM Rating: Decent
13 posts
Pets and mounts both dissapear when pulling to the jail.

This happens any round where a "Boss" remains unagroed in the arena.

We did this with 2 pet classes( Magician / Beastlord ) and a cleric on horseback. Each time there was more than one boss and we pulled to the jail but split with CoH, as soon as the mob arrived to the jail pets poofed and although the mount still remained in the clerics buff box it was visually gone.

Our puller caught on to this around wave 21. As soon as the last of 2 "boss" cleared the arena (he'd pull past the knight to the jail) he'd announce it and we could summon pets and mounts again.

If you're not relying on pet dps this is little more than an inconvenience.

It seems quite obvious that the encounter was designed to be done in the arena and the arena only.
RE: Wave 32
# Sep 16 2006 at 12:11 PM Rating: Decent
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Quote:
It seems quite obvious that the encounter was designed to be done in the arena and the arena only.


Not really.
It was designed for dealing with cc and multiple mobs.
The thing is "unagrod" , not "past jail"
Someone can remain up top kiting away while you peel off and pull down to the large round cell area.

For the rounds that pops adds though..
The adds pop up top, most of them when the mob is only at 50%-ish.
The large round area still has enough room to kite around back.
Pull all the mobs down and kite them around.
Adds pop up top non agro and wait.
When all the main ones are dead, you don't even have to deal with the adds. Just go up and leave. Then get mission again and continue from the next round.

Using both methods, we were able to easily get through every wave and max the charm.


Edited, Sep 16th 2006 at 4:14pm EDT by Kalysta
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Dark Elf Shadow Knight
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Wave 32
# Sep 06 2006 at 9:47 PM Rating: Decent
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because the others sat too long unagro'd. You lost the round.
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Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
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Wave 32
# Sep 10 2006 at 2:22 PM Rating: Decent
23 posts
Update: We noticed that on ANY round we used the coth method to split mobs ( and there were quite a few) pets/mounts and Knight Champion Eddard would disappear. Even though we were unable to say 'leave' to him to properly finish the task, we still got credit for finishing the wave by zoning out.
Stats
# Sep 02 2006 at 10:33 PM Rating: Good
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Can comfirm that the stats after 41 waves are 153 hps, 153 mana, 153 endurance

STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +153 MANA: +153 ENDUR: +153
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Avoidance: +10 Accuracy: +10 Regeneration: +5
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Stats
# Aug 23 2006 at 11:10 PM Rating: Decent
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final stats are hp 153 mana 153 end 153 the rest is right as shown.
Wave 32 - The 7 Orcs
# Aug 21 2006 at 7:31 AM Rating: Decent
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orcs in wave 32 are undead
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Wave 32 - The 7 Orcs
# Sep 12 2006 at 1:21 AM Rating: Excellent
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Overlord Tiran wrote:
orcs in wave 32 are undead


Updated, thanks.
wave 32
# Aug 18 2006 at 10:43 AM Rating: Decent
30 posts
a monk can split 1 out at a time
wave 32
# Aug 18 2006 at 9:54 PM Rating: Default
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can they?
They corpse camp.
Have large agro and social range.
"if" a monk can single them out solo, it's going to be a damn long wait.

Much easier to just have someone kite them around, and a knight peel them off one at a time.
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Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
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wave 32
# Aug 23 2006 at 8:08 PM Rating: Decent
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funny
rated down to default for telling the truth, and a better strat....
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Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
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wave 22
# Aug 13 2006 at 9:18 PM Rating: Decent
wave 22 is a basilisk, as are the adds

Edited, Aug 13th 2006 at 10:19pm EDT by TolarisVelresian
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RE: spiders in round 17
# Aug 20 2006 at 9:13 PM Rating: Decent
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Best way to deal with adds in any round:

Kill the main mob.
Head back up, and instead of agroing adds, leave the challenge.

All drop task , then get task again and go in.

You all start at the next round, and no adds to deal with.

Repeat on each round that has adds.


Remember: adds pop up top in main room.
Fight down to the east in large round room. Can kite there if multi champions and dont want the adds to pop on your kiter.
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Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
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LVL 34
# Aug 09 2006 at 12:59 AM Rating: Decent
Main mobs are not snare/root able 8/8/06 don't know about adds

Edited, Aug 9th 2006 at 2:03am EDT by manditik
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notes
# Jul 31 2006 at 11:04 PM Rating: Decent
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idlike to point out one more thing........adds sometimes split so when you have 5 adds down in the jail because of a misplaced heal that gets aggro sometimes they split on death so there are 2 there instead of one.

Ive seen this several times.


Also to avoid heal aggro the best spot to be is dependant on the kiter. certain waves need to be split using the gate room so you want to be on the arena side of the jail in the farthest corner.

On all other kites id be on the far side closest to the gate room
wave 34
# Jul 30 2006 at 5:12 PM Rating: Decent
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wave 34 is werewolves, the champs.
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Charm Power & Level Spread?
# Jul 26 2006 at 12:41 PM Rating: Decent
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Any information on what that charm stats are for completing say every 5 or 10 waves. I know it would be a lot to post, but if everyone just listed one we could put together a good list.

Also, what is the level spread to do this task? Could a 60 & 70 do it?
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Charm Power & Level Spread?
# Jul 26 2006 at 3:47 PM Rating: Good
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A full group of level 70s can fail at the higher levels of this. having said that, a solo level 60 could easily complete the first few levels.

So, in essence, you can begin this with a level 60 and a level 70, but do not expect to come close to maxxing it, with that duo.
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Charm Power & Level Spread?
# Jul 26 2006 at 12:44 PM Rating: Decent
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(Bump)
The charm at wave 10 stats
AC:4
STR:2 DEX:2 STA:2 CHA:2 INT:2 WIS:2 AGI:2
HP:33 MANA:33 END:33
SV FIRE:2 SV DISEASE:2 SV COLD:2 SV MAGIC:2 SV POISON:2
Regeneration:1
Avoidance: 2 Accuracy:2
Recomended level of 70. Required level of 1
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL
Slot:1, type 7: empty
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Tracila on Povar
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