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The Arena Master's Challenge
Quest Started By:Description:
Where:
Who:
Information:
Rating:Good (4.92)
Level:1
Monster Mission: No
Repeatable:Yes
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 16:18:26 2006
Modified: Thu Oct 16 23:05:33 2008
13 people have rated this quest
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. (text and further dialogue needed)

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 recieve 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

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:
Send a Correction
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hmmm
Posted: Aug 22nd 2009 7:12pm | IP: Logged | Reply to this
3 posts
Score: Decent
just did this 2 boxed 85 mage an a 79 bst no pets died or mounts poofed
Wrong
Posted: Aug 12th 2007 8:45am | IP: Logged | Reply to this
5 posts
Score: 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
Posted: Jan 20th 2007 2:49am | IP: Logged | Reply to this
3 posts
Score: Decent
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
Posted: Jan 20th 2007 12:55am | Edited: Jan 20th 2007 1:01am | IP: Logged | Reply to this
9 posts
Score: Decent
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
Posted: Dec 25th 2006 6:50pm | IP: Logged | Reply to this
26 posts
Score: Decent
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)

Posting from Torrance, CA
23
Posted: Nov 22nd 2006 6:29pm | IP: Logged | Reply to this
16 posts
Score: Decent
round 23 is not undead. and does not make pets poof.
----------------------------
I give what I give, and I give what I've got.
MY songs for a Rose!
Bug Maybe??
Posted: Oct 19th 2006 12:54pm | IP: Logged | Reply to this
11 posts
Score: Decent
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??
Posted: Oct 28th 2006 12:46pm | IP: Logged | Reply to this
3 posts
Score: Decent
must have PoR expansion...
no issues with mounts
Posted: Oct 6th 2006 4:29pm | Edited: Oct 6th 2006 4:30pm | IP: Logged | Reply to this
*
62 posts
Score: 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
----------------------------
Weemage
Round 23
Posted: Sep 17th 2006 12:18am | IP: Logged | Reply to this
37 posts
Score: 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.

----------------------------
Harmonie
Bardess of Bristlebane
The Claw of Nagafen
Round 23
Posted: Oct 10th 2006 5:25am | IP: Logged | Reply to this
26 posts
Score: Decent
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
Posted: Oct 6th 2006 5:10pm | IP: Logged | Reply to this
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1087 posts
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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.
----------------------------
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Posting from California
Round 23
Posted: Sep 17th 2006 11:30am | IP: Logged | Reply to this
Fleven
Ungainly Ninja
Avatar
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5932 posts
Score: Excellent
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
Posted: Sep 10th 2006 4:19am | IP: Logged | Reply to this
41 posts
Score: Default
Adds are not snarable/rootable
Lvl 17
Posted: Sep 14th 2006 9:39am | IP: Logged | Reply to this
41 posts
Score: Default
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
Posted: Sep 11th 2006 11:09pm | IP: Logged | Reply to this
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76 posts
Score: Good
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.
----------------------------
75th High Elven Paladin of Firiona Vie
Snaring
Posted: Sep 5th 2006 9:17pm | IP: Logged | Reply to this
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80 posts
Score: Default
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.
Wave 30
Posted: Sep 5th 2006 1:26pm | IP: Logged | Reply to this
20 posts
Score: Decent
The mummy adds on wave 30 are NOT MEZZABLE
Wave 30
Posted: Oct 8th 2006 3:44pm | IP: Logged | Reply to this
*
156 posts
Score: Decent
LEVEL 70 ENCHANTER MEZZED THE MUMMY ADDS ON THE EVENT ROUND 30. EASILY WITH FELICITY.
----------------------------
In days gone by, I remember the flowers and the sky
Wave 30
Posted: Sep 12th 2006 2:21am | IP: Logged | Reply to this
Fleven
Ungainly Ninja
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**A**
5932 posts
Score: Excellent
DangerousMonk wrote:
The mummy adds on wave 30 are NOT MEZZABLE


Updated, thanks.
Wave 32
Posted: Sep 5th 2006 4:48am | IP: Logged | Reply to this
23 posts
Score: Decent
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
Posted: Sep 16th 2006 8:42am | IP: Logged | Reply to this
13 posts
Score: Decent
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
Posted: Sep 16th 2006 1:11pm | Edited: Sep 16th 2006 1:14pm | IP: Logged | Reply to this
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1087 posts
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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
----------------------------
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Posting from California
Wave 32
Posted: Sep 6th 2006 10:47pm | IP: Logged | Reply to this
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1087 posts
Score: Decent
because the others sat too long unagro'd. You lost the round.
----------------------------
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Posting from California
Wave 32
Posted: Sep 10th 2006 3:22pm | IP: Logged | Reply to this
23 posts
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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
Posted: Sep 2nd 2006 11:33pm | IP: Logged | Reply to this
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126 posts
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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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300 alchemy, 300 brewing, 300 baking, 300 jewelry making, 300 smith, 300 pottery, 300 fletching, 300 tailor, 200 fishing, master of all 24 languages, trophy in all skills (+8-12%)
Stats
Posted: Aug 24th 2006 12:10am | IP: Logged | Reply to this
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103 posts
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final stats are hp 153 mana 153 end 153 the rest is right as shown.
Wave 32 - The 7 Orcs
Posted: Aug 21st 2006 8:31am | IP: Logged | Reply to this
38 posts
Score: Decent
orcs in wave 32 are undead
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Valiant Tiranathon Sourusrex of Karana
82 Holy Defender of Tunare
Leader of Rainkeepers Council
http://eq.magelo.com/profile/275750
Wave 32 - The 7 Orcs
Posted: Sep 12th 2006 2:21am | IP: Logged | Reply to this
Fleven
Ungainly Ninja
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5932 posts
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Overlord Tiran wrote:
orcs in wave 32 are undead


Updated, thanks.
wave 32
Posted: Aug 18th 2006 11:43am | IP: Logged | Reply to this
27 posts
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a monk can split 1 out at a time
wave 32
Posted: Aug 18th 2006 10:54pm | IP: Logged | Reply to this
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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.
----------------------------
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Posting from California
wave 32
Posted: Aug 23rd 2006 9:08pm | IP: Logged | Reply to this
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funny
rated down to default for telling the truth, and a better strat....
----------------------------
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Posting from California
wave 22
Posted: Aug 13th 2006 10:18pm | Edited: Aug 13th 2006 10:19pm | IP: Logged | Reply to this
wave 22 is a basilisk, as are the adds

Edited, Aug 13th 2006 at 10:19pm EDT by TolarisVelresian
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Tolaris Velresian
70th Sorcerer
Pak'Cafan
(Drinal) Tarew Marr
Posting from Jacksonville, Fl
spiders in round 17
Posted: Aug 11th 2006 4:20am | IP: Logged | Reply to this
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428 posts
Score: Good
Did this through round 19 tonight. Must note that the little spider adds in round 17 were immune to changes in run speed (no root or snare), but mezzable.

So I'm thinking earlier mention that bosses and adds might be randomly immune to root/snare/mez may be accurate.
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Ruinous Dreadnought of Saryrn, Gnome, 84 Shadowknight and Synthetic Hate Generator
Mnesis Obscura, Erudite, 70 Enchanter, Harbinger of Notions
Mephistopheles Ascendant, Child of Atathus, 72 Necromancer, Herald of Winged Agony
spiders in round 17
Posted: Aug 20th 2006 5:42pm | IP: Logged | Reply to this
8 posts
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Spider adds can not be mezzed....fighting them as I post this
RE: spiders in round 17
Posted: Aug 20th 2006 10:13pm | IP: Logged | Reply to this
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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.
----------------------------
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Posting from California
LVL 34
Posted: Aug 9th 2006 1:59am | Edited: Aug 9th 2006 2:03am | IP: Logged | Reply to this
29 posts
Score: 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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FEAR THE GNOME
Posting from El Cajon
notes
Posted: Aug 1st 2006 12:04am | IP: Logged | Reply to this
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50 posts
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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
Posted: Jul 30th 2006 6:12pm | IP: Logged | Reply to this
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128 posts
Score: Decent
wave 34 is werewolves, the champs.
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Life needs more cowbell.

Shaere
Posting from California
Charm Power & Level Spread?
Posted: Jul 26th 2006 1:41pm | IP: Logged | Reply to this
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103 posts
Score: Decent
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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Tracila on Povar
Charm Power & Level Spread?
Posted: Jul 26th 2006 4:47pm | IP: Logged | Reply to this
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3701 posts
Score: Good
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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Xaanru's stuff
Charm Power & Level Spread?
Posted: Jul 26th 2006 1:44pm | IP: Logged | Reply to this
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103 posts
Score: Decent
(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
kiting
Posted: Jul 25th 2006 10:37am | IP: Logged | Reply to this
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94 posts
Score: Decent
Don't bother with mezzing, rooting, or snaring (well non dmg snare may not be too bad).

Main mobs and adds can randomly be immune to run speed changes or be unmezable. Just kite them around the arena. Mobs that are snarable may also have very little hp, but still summon, so snaring them with a snare that has a dmg component may not be a great idea.

Due to the horrible pathing in the arena itself, which you'll notice with waves with lots of mobs, kiting just in the area itself can be challenging. For waves with many heavy hitters or tons of adds that can be a problem. There is however that set of steps you can use and run around the bleachers. Running up the steps forces the mobs to follow (instead of warp) and causes them to bunch up together a little. I'd use that every lap or two to correct the strange pathing inside the arena on the floor. This also buys you a little time. If adds spawn that round try to time your pathing so you're not approaching the steps when they do.

The next trick is having somebody peal a mob off on rounds where you have to kill multiples, like 32. Sit agro is fun :)
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75 Gnome Necro - Maelin
http://www.magelo.com/eq_view_profile.html?num=1139414
Posting from USA
wave 24
Posted: Jul 25th 2006 8:22am | IP: Logged | Reply to this
9 posts
Score: Decent
Wave 24 adds come together around 80%ish they aren't single, 4 arena champs blue cons
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Genievea Trefenwyd
wave 14
Posted: Jul 23rd 2006 5:05pm | IP: Logged | Reply to this
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83 posts
Score: Decent
Evil eyes were white con, full group of 70s (Monk(me), Sk, cleric, war, shammy(bot), necro). For kiting I would grab initial aggro by simply running in a circle getting mobs into tight group, then sk would stand near Knight and cast a hate spell on 1 mob. If he's gets the group on him he just starts running race track style in the arena, then I'd run close and all the others would aggro on me and he'd take the one back to camp in the jail area. The important thing is to not cast/buff/do anything to the pullers/kiters.
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Gensis 70 Monk of Prexus
Mission Difficultly
Posted: Jul 17th 2006 5:11pm | IP: Logged | Reply to this
Khali
Scholar
20 posts
Score: Decent
Did this mission last night with a group of 5 level 70s and a level 40 rogue.
Apparently the Knight who gives out the mission is indifferent to all (Iksar had no problems with him)
Can get mission with any faction, and the only level required for it is level 1.
I wouldnt suggest doing it though. ;)

Our group was
70monk, 70warrior, 70cleric, 70shaman, 70bst and the 40rogue.
Had NO problems until wave 32, which is where we quit.
The 70warrior had already completed the entire mission, so here's what he did to get it.

"Had a 70pally in group, as well as 70warrior, 70cleric, etc., the pally stun kited the 7orcs around the jail cell, and as they came by i'd pick one off using Mock and we'd kill it while the pally kited the rest, went by no problems. Pally used just plain old SoW.
Just need to make sure the pally has enough aggro so when you pick one off, the rest dont come."


Hope this helps. :D
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You can win thousands of fights
But you may only lose one.
Wave 13
Posted: Jul 15th 2006 2:58pm | IP: Logged | Reply to this
35 posts
Score: Decent
Quote:
13) an arena gladiator (earth elemental), two gladiator adds (snare/rootable)(blue con)


The two gladiator adds as well as the Elemental are immune to changes in run speed. Neither snare or root would land.
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Geldohr Weirgunstein
Arcanist of (CT)
Wave 27
Posted: Jul 6th 2006 10:11pm | Edited: Jul 6th 2006 10:20pm | IP: Logged | Reply to this
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76 posts
Score: Good
Main mob and adds are undead.

Edited, Jul 6th 2006 at 10:20pm EDT by Cenamen
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75th High Elven Paladin of Firiona Vie
Corrections
Posted: Jun 17th 2006 1:00am | IP: Logged | Reply to this
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1052 posts
Score: Decent
It appears that if MOB's (adds) will root, snare or mezz is random. It also appears if they wont do one, they may do the other (re: mezz but not root).

Also -- it appears 6 deaths in your group (total) = loss as well.

Edited, Fri Jun 23 19:49:47 2006
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The truth is out there! The truth hurts! But the truth can set you free! So says Mithaniel Marr the Truthbringer! All hail the Freeport Knights of Truth!

Bonzz of the Knights of Truth, Bertoxx Server

http://www.bonzz.com/bonzz.htm

(please excuse my dyslexic typing skills)
Dragon #25
Posted: Jun 13th 2006 4:57am | IP: Logged | Reply to this
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77 posts
Score: Default
In encounter #25, tht dragon is undead. I landed undead dd spells on him.
Wave 26
Posted: Jun 10th 2006 6:42pm | IP: Logged | Reply to this
41 posts
Score: Decent
Wave 26 mob is undead
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If your not living on the edge you are taking up too much room!
Possible Strat
Posted: Jun 8th 2006 4:15pm | IP: Logged | Reply to this
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344 posts
Score: Decent
I noticed that the adds that spawn will not agro as long as you don't cross the NPC in the hall. What we did was pull the main mob down to the jail room and kill there. The adds would pop and never agro, then you can zone out, leave mission and reget it starting with the next level in line.

If you happen upon on of the levels that has 2 main mobs and adds, I kited them in one of the back rooms until the first was dead then drug it across to the jail and killed it there.

We did the first 30 or so killing every mob, but after a few restarts (from 0 due to new people) we decided this was the better way and much faster.
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There is nothing in this world to believe in.
-Vicious

Dartamus
75 Dread Lord
Posting from South of Heaven
RE: Possible Strat
Posted: Jun 13th 2006 3:19am | IP: Logged | Reply to this
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77 posts
Score: Default
Great post. We did this and it worked well. It took the ranger a while to understand that this meant NOT to pull the adds on top of us after we killed the main mob, but after he got that down things went smooth.
I would suggest moving down to the jail after 8 so that you have a few easy ones to get the strategy down.
Restarting Mission
Posted: Jun 6th 2006 1:04pm | IP: Logged | Reply to this
3 posts
Score: Decent
It looks like they have changed it so that you start on the mob that you last failed on. For instance, I was on fight 13 when someone died and we started it again and were again on fight 13 instead of having to start all over.
variable
Posted: May 30th 2006 4:55pm | IP: Logged | Reply to this
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229 posts
Score: Decent
Whether or not the adds are mezzable, snarable or rootable each round seems to be random. I went through many of these rounds 2-3 times with different groups and there were many differences with the adds each time.
Wave 15
Posted: May 16th 2006 11:36pm | IP: Logged | Reply to this
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76 posts
Score: Good
Wave 15 and 20, main mob and adds are undead.

Edited, Tue May 16 23:23:50 2006
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75th High Elven Paladin of Firiona Vie
RE: Wave 15
Posted: May 17th 2006 10:54am | IP: Logged | Reply to this
Avatar
**A**
5932 posts
Score: Good
Updated, thanks.
RE: Wave 15
Posted: May 23rd 2006 8:24pm | IP: Logged | Reply to this
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76 posts
Score: Good
Also, from what I've seen, EVERY SINGLE mob in this task is stun immune. Which really stinks for paladins who use that as mitigation. (Never checked the first 5 or so waves, but from then on, all immune)

Also, wave 18 flurries.

Edited, Sat May 27 01:06:00 2006
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75th High Elven Paladin of Firiona Vie
Strategy, Stats
Posted: May 11th 2006 6:58am | IP: Logged | Reply to this
12 posts
Score: Excellent
The Badge is 153 hp/mana/end when 41 is complete. The stats as they appear here are at wave 40. I believe this lends credibility to the rumor that SOE is planning on adding further waves and improvements, as 41 and 153 are odd numbers for this quest. Adds of 3 hp/mana/end seem to be at the first of a set of 3-4 waves.

I also did a few tests. There is no faction required to get this task or to enter it. Also, I got a couple friends to create lvl 1s on another server and get the mission. You can get it at lvl 1, just with the stipulation that you need 3+ members, like any group task. However I didn't try to actually trio the first wave, as my friends had to leave and I didn't feel like soloing it as a lvl 1 mage with no armor or spells.

General Strategies for waves:
After running through this quest a few times, the best strat I have ever been given (thanks to Swifdaddy and Sulidwen, rangers in Endorean who gave me these, and several others(Bigmuscles and various alts of his, etc)) to fight in the arena.

1. Don't fight in the actual arena. Use the jail room with the barred gates to the northwest. Have the puller pull to there.

2. When there is just 1 main mob/champion, and adds, pull that mob to the room before the adds come out the door. You get credit for the wave w/o killing the adds. After that you can inform the npc you are ready to leave and start a fresh instance, painlessly killing those mobs off.

3. When there are multiple main mobs and adds, do the same basic thing as strat 2. Pull one to the fighting room, and have a kiter kite the other(s) into and around the much larger room northwest of the fighting room. There is a huge barred gate here.

4. When there are multiple main mobs, and no adds, pull one to the group, and have your kiter kite them upstairs w/o dealing dmg to them(a shaman or sk is ideal for this, they can gain large amounts of agro w/o actually dealing dmg). Slows/debuffs are suggested. NOTE: This is ESPECIALLY useful in defeating the 32nd wave of 6 orcs or the 40th wave of 4 ghosts.

5. Have your healer use low-aggro (non-fast heals) to heal the kiter. This includes HoTs and CHeal when possible. If you don't, be ready to have the cleric gain agro from the kited mobs and quickly get cleaned out, spelling near certain doom for your group during that wave.

6. All adds at any time spawn AFTER the main mobs. There is no reason to fight the adds at any time. Ever. They always spawn later and at the entrance of the arena. Unless you truly want to try up to 10 adds at once, use the leave option after the main mobs are slain. This actually severely cuts down on the time needed for the mission, is much easier on the healers/etc.
HOWEVER: Do NOT use the Remove button in the task window UNTIL after the knight champion has been told you are ready to leave. Otherwise the task window will not update and even if you have gotten the charm upgrade you may have to do that wave again. This doesn't happen every time but it will happen and it can be highly aggravating to lose progress.

Good luck on getting this very useful and powerful charm.

Edited, Thu May 11 06:11:38 2006
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Savagespirit Illinther Sarantiel
Posting from Luclin Server
RE: Strategy, Stats
Posted: Jun 7th 2006 12:08am | IP: Logged | Reply to this
20 posts
Score: Decent
Followed this, only don't really understand Strat 2.. . What we did was killed the main, then hailed the Knight, our mighty Ranger was still kiting the 2 adds. I told the Knight "ready"... not such a good idea.. the next wave started and we had still the two kiting. I managed to mezz one of the adds before a complete wipe.
Got to late so we called it a night..
Question about Strat 2..
Kill the main, root the adds and everyone hail knight and leave quickly..then what?? Leave instance once safely outside? This is the question.
Thanks
Aapple
67 Chantress
Bristlebane
RE: Strategy, Stats
Posted: Jul 29th 2006 12:02pm | IP: Logged | Reply to this
35 posts
Score: Decent
kill main mob in jail - then say leave don't go and aggro the adds.

then quit mission as saying leave finishes it anyway - get a fresh one once you have all zoned.

also if you have more than one main at start either move group from big jail to small room eith gate or use small room with gate to kite in ....
Changes or random
Posted: May 3rd 2006 7:28pm | IP: Logged | Reply to this
21 posts
Score: Decent
A few of us have redone this with another group to get them their charms and it seems that many of the abilities are different. Mobs that were not mezzable last time now are, the snarability is different too. I'm not sure if the waves change in their abilities randomly or of a permanent change was made. The wave types (mob type, numbers) are still correct though.

ps: Alla-folks, check your mail from 3/20/06 and look for waves 31 to 41 /grin

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 (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
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Lyssabeth
Thane of Tunare
Pastry Chef
RE: Changes or random
Posted: May 29th 2006 7:25pm | IP: Logged | Reply to this
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130 posts
Score: Decent
The max hit numbers posted here are a wet dream. Sony must have thought this was too easy:

36) three drachnids - 2250
37) frost giant - 2367
38) big cougars - 2280
39) battlemaster model - 2396
40) froglok ghosts - 2240

These were just the max hits I saw scrolling up after each fight, they may actually hit a bit harder. Also, I had 12% shielding at time (15% shielding for frost giant...cleric aura). Fun fun.

Edited, Wed May 31 17:29:36 2006
RE: Changes or random
Posted: Sep 18th 2006 8:17pm | IP: Logged | Reply to this
5 posts
Score: Decent
I didn't get hit once for over 2k on any of the waves, 3k ac 43% shielding (cap is 35) anguish geared warrior
RE: Changes or random
Posted: May 5th 2006 6:39pm | IP: Logged | Reply to this
21 posts
Score: Excellent
We did this again on Wednesday. On wave 38 someone died and was rezzed back, but not until the second mommy cougar was dead (her babies were still up). When asking for the next wave we got the same one back. On the first round the babies were not mezzable but rootable. On the second round they were mezzable, so many of these seem to be just random whether or not and how they can be controlled.
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Lyssabeth
Thane of Tunare
Pastry Chef
RE: Changes or random
Posted: May 22nd 2006 5:21pm | IP: Logged | Reply to this
37 posts
Score: Decent
Something I have noticed ... the adds sometimes even though they have the same name, are under different rules for root/mez/snare.

Last night i encounterd one of the waves with 4 adds ... all the adds had the same name, but 2 were rootable and 2 were not.
Can you continue on in this mission?
Posted: May 3rd 2006 4:34am | IP: Logged | Reply to this
13 posts
Score: Decent
Tried this with a group of 4 people. We wiped on wave 23. We all dropped task, and I went back and entered the task again, and it looked like I was right back at this wave.

My question is, if the 4 of us go back, and try it with 2 other people who haven't attempted this task, do we pick right back up at wave 23, or do we have to start over?
RE: Can you continue on in this mission?
Posted: May 4th 2006 1:34am | IP: Logged | Reply to this
44 posts
Score: Decent
Hello Reg

The arena event always starts from the wave of the lowest person in the group. So if you add two people who have never done it before, the event starts from wave 1.

Greetings Gukak Kluelezz
Corpse
Posted: Apr 27th 2006 8:45am | IP: Logged | Reply to this
21 posts
Score: Default
Do your corpses pop out if you die or do you have to go to lobby and summon? 15 mins and counting now and still nothing
RE: Corpse
Posted: May 6th 2006 6:17pm | IP: Logged | Reply to this
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607 posts
Score: Decent
Havn't actually waited for the mission to ever end as it lasts a good 20+ hours I think.

But you can re zone in by just telling the npc in Freeport again.
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http://www.magelo.com/eq_view_profile.html?num=744646
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ShadowSoldier
Antonius Bayle
Posting from Canada
some corrections
Posted: Apr 21st 2006 5:09pm | IP: Logged | Reply to this
47 posts
Score: Default
wave 28: the adds are mezzables

and most of the time, flurry means rampage and vice versa.
also the event is very nice and becomes challenging, i find it lacking diversity.
You allways deal with adds, all mobs are pure melee, no AEs, no traps etc etc.

Edited, Fri Apr 21 18:07:56 2006
The Lich's Fun abilities
Posted: Apr 18th 2006 1:04am | IP: Logged | Reply to this
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76 posts
Score: Good
Wave 10, the Lich rampages and flurries, though infrequent, just got finished soloing, knocked unconscious when he was at 5% too :)
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75th High Elven Paladin of Firiona Vie
Great Event
Posted: Apr 16th 2006 11:52pm | IP: Logged | Reply to this
6 posts
Score: Decent
Heard more to come on this one..

Edited, Sun Apr 16 22:47:39 2006
Great Event
Posted: Apr 16th 2006 11:51pm | IP: Logged | Reply to this
6 posts
Score: Decent
Very long and unique content - took 8 hours start to finish plus a little but a number of AFK's etc for food and breaks .. Thanks SOE for fun event.
Rotating Resists
Posted: Apr 3rd 2006 10:48pm | IP: Logged | Reply to this
13 posts
Score: Decent
As a side note, we just finished the 28th fight and learned a funny thing. We had to do it 3 times, once cause of LD, once cause of wipe and third time we won. The first time no mez/charm but we could root, second we could charm with no root/mez, and third we could mezz but no charm/root.

We moved on to the 29th fight and won then moved to the 30th which again had adds. The above key said they should be mezzable but they were NOT. Instead they were rootable. Which leads me to believe that they are resistant to 2 of the 3 every fight and susceptible to one, which rotates in the order of root/charm/mez. I am a chanter, so wasn't able to test to see how snare factored in so someone else may want to post that info.

Edited, Mon Apr 3 22:10:32 2006
Trouble starting Arena event
Posted: Mar 25th 2006 2:49pm | IP: Logged | Reply to this
7 posts
Score: Decent
Am able to get mission. Am able to zone in. But then I say ready or tried resume, event dosen't start. Even tried beginning to restart and nothing. Have tried getting mission with hole group, (same people we started wtih last time) with new charm eguipped. Have tried to give new charm to anyone that will take it, with no luck. Made it to level 24 1st run and wondering if it is down or broken? If your wondering wasn't invis.
Re: Charm Stats
Posted: Mar 21st 2006 10:37am | IP: Logged | Reply to this
2 posts
Score: Decent
Do these stats only stay on your charm while you are in the zone or do they remain on charm permanently once you beat the waves?
RE: Re: Charm Stats
Posted: May 5th 2006 1:58pm | IP: Logged | Reply to this
sbs
Scholar
**
421 posts
Score: Decent
The stats are permenent untill you beat waves further into the progression than you already have been.
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Breez
Coercer

The views expressed above are ENTIRELY Breez's, and do not, nessecarily, represent the views of Allakhazam, Users of this board, or Enchanters/Coercers everywhere.
More info on fight
Posted: Mar 19th 2006 6:09pm | IP: Logged | Reply to this
23 posts
Score: Decent
The info on the number of mobs and what they hit for I found to be accurate. However, we did the first 24 waves first twice and what is snareable/mezzable can change. So take the info with a grain of salt.
faction?
Posted: Mar 18th 2006 6:44pm | IP: Logged | Reply to this
35 posts
Score: Decent
indifferent - gives mission but then wont let us zone in - all grp lvl 70 - so needs better than indifferent faction .. anyone know what faction is needed and which missions from who will raise faction to be able to get this?
if u die do u need a rez?
Posted: Mar 14th 2006 11:31pm | IP: Logged | Reply to this
48 posts
Score: Decent
if u die in this misson do u need a rez?
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"Incoming The Fabled Kerafyrm!"
The Fabled Kerafyrm hits you for 25974 points of damage!
The Fabled Kerafyrm goes on a rampage
The Fabled Kerafyrm hits you for 31667 points of damage!
You have been harm touched for 129023 points of damage!
The Fabled Kerafyrm hits you for 21532 points of damage!
You Have Been Slain by The Fabled Kerafyrm!
Loading Please Wait...
You have joined /1 Gogoraid (32511247)
/1 gogoraid that was a wipe all 32511247 of us died... i was the last one to die... he w
RE: if u die do u need a rez?
Posted: Mar 19th 2006 3:14pm | IP: Logged | Reply to this
23 posts
Score: Decent
Yes, just like any other mission.
RE: if u die do u need a rez?
Posted: May 2nd 2006 9:55am | IP: Logged | Reply to this
8 posts
Score: Decent
Other than monster missions
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Kcitsano Yzzil (70 Wraith) The Tribunal
Legendary Companions
Posting from Nottingham (UK)

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