Beza #3: Sand in the Gears  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:80
Maximum Level:110
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Experience
  • Faction
Time Limit:06:00:00
Factions Raised:
Factions Lowered:
    Related Zones:
    Related Creatures:
    Related Quests:
    Era:Secrets of Faydwer
    Recommended:
    Group Size:Group
    Min. # of Players:3
    Max. # of Players:6
    Appropriate Classes:
    • All
    Appropriate Races:
    • All
    Entered: Fri Jan 4 13:51:45 2008
    Modified: Mon Mar 27 07:04:14 2017
    This group task is the third in a series of five and begins with Clockwork Warmarshal, who is located near the Ak'Anon Strike Force camp at the zone-in of Fortress Mechanotus.

    At the end of "How Does Your Garden Grow":


    Clockwork Warmarshal says 'Destroying the garden has caused some confusion, so it did what we wanted. We are not sure why it was important, but it must have been. If you are interested, there is more you can do in gyrospire [beza].'

    You say, 'Beza?'

    Clockwork Warmarshal says 'For the next task we will want you to disable the attack forces of gyrospire beza. These attack forces are lead by a clockwork called Commander Shockmost, and a minotaur called Hartmut. We do not know much about Shockmost, but we have a bit more information about Hartmut. Harmut is a bit odd for a minotaur. He does not like to fight, despite the fact that he leads the living troops and the other living servants in the gyrospire. So he should be an easy kill. Are you ready to [remove] the leaders of the troops?'

    You say, 'We will remove them'

    You have been assigned the task 'Sand in the Gears'.

    Go to the Gyrospire Beza launch catapult 0/1 (Fortress Mechanotus)

    Kill 15 "Shock" type Steamworks 0/15 (Gyrospire Beza)

    Kill 10 of the gnome troops 0/10 (Gyrospire Beza)

    Kill 5 minotaurs that may have been sent as reinforcements 0/5 (Gyrospire Beza)

    Kill 1 Commander Shockmost 0/1 (Gyrospire Beza)

    Shockmost is in the repair room (first door on the right when coming up the first upstairs ramp past pillar room).

    Kill 1 Hartmut 0/1 (Gyrospire Beza)

    Hartmut spawns on the top floor (not the roof). He hits for a max ~3,500 and rampages. He's rootable and does not summon. He may have a very short "leash" in that if you pull him too far from his spawn point, he'll warp back and de-aggro at full health. Hartmut also de-aggro's and runs to another location in the tower. You may have to fight him multiple times (4?).

    He casts a 5k DD spell and a 1600 DoT spell (names of these spells?).

    Return to Clockwork Warmarshall to report your success 0/1 (Fortress Mechanotus)


    Reward:
    Faction with Ak'Anon Strike Force V

    Ancient Amber Faycite Quadsection
    LORE ITEM NO TRADE QUEST ITEM
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    Once you have completed this task, you may request the next task in the series, 'End the Return'.
    Rewards:
    Send a Correction
    Post Comment
    dont bother
    # Jun 24 2010 at 9:36 AM Rating: Decent
    Scholar
    *
    167 posts
    THis is one of the stupidest quest mechanics in the game.

    Some of the Beza missions have tricky pulls but can be managed. This one is just idiotic.

    Was in a group that was well overpowered for this. We had 85 Mage, 83 Necro, 81 SK, 81 Druid, TV merc healer and TV merc tank.

    Everything was easy.

    Finding 15 shocktroopers was annoying and took longer than it should have.

    The first named was a piece of cake.

    Everything was easy , just very slow and long. Room with 5 mobs in it and 1 sees invis means you cant run past but have to kill 5 more mobs that dont count as credit toward the quest. Repeat that sort of arrangement multiple times and this mission took a lot longer than reasonable. Aggro through the doors reminds me of the origina Plane of Hate. Again, meaning there's another dozen or so mobs you have to kill that dont work toward your quest goals.

    The ending was horrible. We cleared our way up to Hartmut. He is in a room with 7 adds. He cannot be pacified. His assist radius is large. Pulling him out sucked but we got him solo a few times. When he ran he cleared aggro. Our aggro list dropped and we lost all aggro. However (here is the kicker!) mobs he ran past DID assist him, even though he isn't on aggro anymore.

    So, imagine this....we fight him and he flees (which we were expecting). Aggro clears and we go back to medding, waiting for him to return. Sudenly our extended target window is FULL of mobs and we get trained. That happened a few times until we decided to clear everything from where he ran. That was a nother slowdown.

    Then he ran back to his room and all the 7 adds joined the empty hatelist and trained us.

    After ******** around with this for a couple hours we realized the ONLY way to do this is to clear the entire building (another couple dozen mobs to slow you down that don't help your quest).

    KIlling light blues for 4 hours is not my idea aof a meaningful quest. Its a crappy waste of time.

    This mission is the worst and I'll never set foot in beza again.
    Hartmut
    # Apr 02 2009 at 7:06 AM Rating: Decent
    1 post
    We were able to kill Hartmut without clearing the entire tower. We pulled him to just outside his room with Harm Arrow, and each time he ran we evac'ed and ran back up. No adds and worked like a charm! You have to fight just outside his door to prevent him from warping back on the short leash he's got.

    Edited, Apr 2nd 2009 11:08am by Lanearas
    Excellent Experience
    # Nov 16 2008 at 2:25 PM Rating: Decent
    *
    77 posts
    I was in a group grinding these mssions today. We would clear all the mobs outside of the tower, then drop and get a new instance. I was getting about 4% regular experience per clear at 82, which is very nice for roughly 30 minutes work.
    I have about HAD it ...!
    # Mar 21 2008 at 6:59 PM Rating: Default
    14 posts
    Not sure why these missions exist yet.. I am hoping you can do something with the quest gems you get after each one of these missions...

    This one simply suks bad.. The reason is you literally have to clear the entire tower all the way up to and around where Hartmut is standing.. Which is the floor before going up to the roof... Hartmut has 8 mobs in the same tiny room as him which makes splitting very difficult... You can use many techniques but its a pita.. We camped in the room next to Hartmut and my monk mezzed a few mobs in place in his room while running Hartmut down the tower.. Mage CoTH'd monk back, then monk pulled the mobs he mezzed... Other tricks could work..

    Hartmut is programmed to run away at bard speed about 4 times during the fight... Dont follow, you are not meant to.. Each time he comes back he nears full health and you have to start over (this includes slows or whatever because he rinses himself of all negative effects when he runs), however it is easier to knock down his hitpoints each time he comes back... He still hits as hard each time though and has that nasty DD / DOT combo... If I remember right the DD is around 5k and the DOT does 1600 a tic.. If you dont clear the rooms on the way up he pulls back mobs on you and its messy.. So take the time to clear them all out...

    Shockmost is in the repair room, first door on the right when coming up the first upstairs ramp past pillar room... he is easy just bring him single..

    Just a LONG mission for no reason... I really hope that the gems get you something or I am going to have a hard time understanding what the programmers think "FUN" is..??

    Good luck..!


    Edited, Mar 30th 2008 1:33am by Soulcifer
    I have about HAD it ...!
    # Aug 12 2008 at 3:30 PM Rating: Decent
    Avatar
    *
    71 posts
    Trigger text
    # Jan 25 2008 at 9:03 PM Rating: Default
    *
    57 posts
    You say, 'beza'

    Clockwork Warmarshal says 'For the next task we will want you to disable the attack forces of gyrospire beza. These attack forces are lead by a clockwork called Commander Shockmost, and a minotaur called Hartmut. We do not know much about Shockmost, but we have a bit more information about Hartmut. Harmut is a bit odd for a minotaur. He does not like to fight, despite the fact that he leads the living troops and the other living servants in the gyrospire. So he should be an easy kill. Are you ready to [remove] the leaders of the troops?'
    ____________________________
    Sir Occam Eldaryon of the Daybringers
    Alliance of Hope
    Xegony
    Objectives
    # Jan 13 2008 at 4:13 PM Rating: Decent
    6 posts
    Go to the Gyrospire Beza launch catapult. 0/1
    Kill 15 "Shock" type Steamworks. 0/15
    Kill 10 of the gnome troops. 0/10
    Kill 5 minotaurs that may have been sent as reinforcements. 0/5
    Kill 1 Commander Shockmost. 0/1
    Kill 1 Hartmut. 0/1
    Return to Clockwork Warmarshall to report your success. 0/1


    Hartmut is found on the top floor (not the roof), first room when you come up the ramp. He seems to be pretty buggy but here's my observations after a few wipes. He looks to be leashed to the room. We tried to pull him down past the floor below and he deaggro'd immediately. We cleared up a bit and tried again. Supposedly he runs down a floor 3 times as his health goes down. For us, he did run away, but then he'd run back up to his spawn point. At 75 he deaggro'd, and ignoring all attempts to reaggro, he ran down to the floor below, and paused for about 6 seconds. At this point the bard reaggro'd and dragged him back up, but he does a mean DD/dot (didn't get the name, like 6k DD) and he died when he got him to camp. We also had an add so we ended up wiping, minus the cleric. Cleric came back in and we rezzed up. This time we cleared out his room and more of the floor below, and prepared to chase him down. He bugged out somehow though and deaggro'd at about 88 and warped back to spawn at 100%. We pull him again, and this time he ran down 2 floors at 50% health, paused and then ran back up. He reaggro'd us on the way back up. We beat him down to 25% and he ran yet again. This time we chased him down as far as we could, since he ran down really far but we got spread out. He killed the bard who ran ahead and on his way back up, he warped and aggro'd on the healers who were a bit behind, and killed the cleric and shaman. We managed to finish him off with the last 3 of our group (rogue/ranger/druid).

    He runs normally at selos speed, is snarable and rootable, and hits for over 3k and rampages; but every time he deaggros, he loses the snare/root and you cannot cast again on him until he stops running.

    I missed the Commander Shockmost kill (got home from work and added in) but I heard he was much easier than this.
    Objectives
    # Sep 03 2008 at 8:21 PM Rating: Good
    **
    832 posts
    Hartmut is rootable and doesn't summon, but he breaks root and snare when it's time for him to run off. He is untouchable during the run-away portion of his script. He runs off three times. (Maybe succor or FD in between each run-off?) After that he can be root-rotted or tanked until dead.

    Edited, Sep 13th 2008 4:15pm by nytmare
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