Murdunk's Last Stand  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:85
Maximum Level:85
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Faction
  • Loot
Factions Raised:
Factions Lowered:
Related Zones:
Related Creatures:
Related Quests:
Era:Seeds of Destruction
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Tue Nov 11 12:12:11 2008
Modified: Mon Nov 29 17:19:13 2010
This group task begins with Ylatra in the Korascian Warrens. She is located in the chasm just east of the clearing with Nedsin Tabbel on the western side of the zone. In order to request it, you must have completed her two solo tasks, "Champions No More" and "Disrupt the Siege".

You say, 'Hail, Ylatra the Vassal'

Ylatra the Vassal says 'Hello again, _____. You've actually been very helpful in my goal of stopping Murdunk. I may have information about the perfect time to strike. Would you be willing to accept this [mission], or did you want something [simpler] to do?'

You say, 'I'll accept a mission'

Ylatra the Vassal says 'From what I can gather, Murdunk is having quite a lot of trouble as he attempts to assault the Rathe Council Chamber. Some of that is our doing, of course. Despite all this, he still feels as though he is very close to victory. He's made the call to Toskirakk for [reinforcements].'

You say, 'Reinforcements?'

Ylatra the Vassal says 'Murdunk is so desperate that these reinforcements will not be traveling in a column for safety. He explicitly ordered them to travel as fast as possible, which means they may be separated. This is the perfect time to [strike], if you and your friends are able.'

You say, 'We will strike'

Ylatra the Vassal says 'Excellent. If you follow these [directions], you should be in prime position to intercept the reinforcements.'

You have been assigned the task 'Murdunk's Last Stand'.

Murdunk's forces have pushed to the gates of the Rathe Council's Chamber despite heavy losses. He has called for reinforcements from Toskirakk, but they have a long way to go to get to the front lines. They are traveling alone. If you can stop enough of them, there is a chance that Murdunk's front will falter.

Follow Ylatra's [directions] to your ambush location 0/1 (Korascian Warrens)

You say, 'What are the directions?'

Ylatra the Vassal says 'First you will head south...'

LOADING, PLEASE WAIT...
You have entered Korascian Warrens. (an instanced version of the zone)



Note: This group event won't start unless there are at least three people in the zone.

Kill 35 Rallosian reinforcements 0/35 (Korascian Warrens)

Rallosian reinforcements will charge your location one by one, spawning at approximately 45-second intervals. If one of them gets by you, you see:

One of Murdunk's reinforcements has reached his encampment. You must not allow him to rebuild his army!

You feel the earth shake as Murdunk's reinforcements turn the tide on the planar defenders.

Kill 35 of them without letting any more than NINE by you, and you win.

General Lobroan has a chance to spawn as one of the reinforcements. He's not much different from all the other mobs.

Upon killing the last reinforcement:

Your task 'Murdunk's Last Stand' has been updated.

You've stopped enough reinforcements to severely hamper Murdunk's assault. With luck he will be forced to fall back.

Your faction standing with Toskirakk Slaves got better.
Your faction standing with Toskirakk Slavers got worse.

Your faction standing with Mitius, Herald of Change got better.
You have successfully been granted your reward for: Murdunk's Last Stand

Reward:
Timeshear Green Fragment Ena
Faction
15-180 Chronobines
Rewards:
Send a Correction
Post Comment
Easy Peazy
# Jan 19 2013 at 5:13 PM Rating: Decent
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28 posts
Headshot all em..35 for 35. even General. Had Merc Healer and 85 enchanter(had to have 3 in zone ).
Level 81 3 box group
# Sep 12 2012 at 2:46 PM Rating: Decent
4 posts
For what it is worth to others planning for this, I was able to win on the first attempt with my 3 box team of level 81 mage, 81 shaman and 81 bard (all around 1000AA), using EM5 air pet as tank, and 3 J2 wizard mercs on balanced. The parse for the entire mission showed just over 4000 dps total for the group.

Very simple mission really, easy to box since they are all single pulls and no running around. Set up camp just south of where Nedsin would be in the normal version of the zone. This is just to the northeast of where you initially spawn in the instance. Just tag the runners as they path by and keep killing. They do not hit all that hard, such that the shaman could heal the mage pet easily and still dps.

The bard died 3 times during the fight due to stuns on the pull or delay in getting the mage pet to grab agro, but even with those disruptions still managed to win. About 6 or 7 mobs got past me.

For my crew, the hardest part of the J5 quest series was figuring out how to single pull the Shocktroopers on the Disrupt the Siege quest. That was a lot harder for me than this final mission. Not sure I could have finished this quest series without the bard to pull that one, or some other kind of help on the Shocktroopers.

Now off to play with my shiny new J5 mercs .....

Edited, Sep 12th 2012 4:49pm by Riffen

Edited, Sep 12th 2012 5:25pm by Riffen
Lockout
# Mar 27 2012 at 9:32 AM Rating: Decent
2 posts
5 hour lockout new?
15 level spread
# Feb 17 2012 at 11:12 PM Rating: Decent
4 posts
Tried to do this with a 92 druid, 75 SK and 75 enchanter. said that the level spread was too high. sounds like you need to be within 15 levels of each other fyi
15 level spread
# Mar 31 2013 at 5:57 AM Rating: Decent
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190 posts
finding the 15 level spread questionable atm, bard just hit level 85 and im trying to do this with level 100s. says level spread is too high still.
15 level spread
# Apr 02 2013 at 9:04 PM Rating: Decent
11 posts
15 level spread would mean 86-100.
Ranger Led Group
# Jan 12 2012 at 3:30 AM Rating: Decent
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8 posts
Tried this mission to help guildmates and alt. Group consisted of:

Bold Text90 RNG 4,500AA's 58K Hps, 5.7k AC
79 MAG
82 PAL 1,700AA's 47K HP, 5k AC
90 ENC 1,650AA's 38K HP, 4K AC
T5 CLR
90 MNK

We set up facing the incomming mobs near the start. I Boxed the RNG, PAL & ENC and kept the RNG in the middle using F8/Autofire as soon as the mob appeared. This brought NPC directly to the RNG in the middle of the box. Hit 1 (Melee) on Ranger, f8/1 on Paladin, and f8 Slow,choke,cripple with ENC. Mage used pet and DoT. MNK left after the 35 NPC's and 2 or 3 adds were defeated and mission was success. The remaining 3 Box I had, MAG and T5 Cleric stayed and finished off the 9 Remaining NPC's with little stress.

Having already completed the mission once before and failed once before I found using the bow to grab the NPC as soon as it appeared and thus pulling it to the middle of the Melee's mad the mission much more controlled and less frantic than chasing after the fast running NPC's with a WAR or MNK. Just suck them in with bow and pile on. Fun mission and with Lesson running really brings in the AA's.
____________________________
Archery
Definitely easier now
# Jul 29 2011 at 8:39 AM Rating: Good
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297 posts
Here is my box group (all level 85): Warrior, Rogue, Shaman, Mage, Bard + cleric merc.

Having completed the mission a few times now, here are my comments (many are stated below):

1. For your first time or if you have low DPS, move off the path. The reinforcements spawn at the Tosk zone line, then run northwest/north to the battle area. I set up just west of where you spawn. I grab the mobs as the run by. One of the static spawns can wander to the camp area (FYI).

2. Never skip a goblin mob. They have lower HP.

3. If you need to skip any mob, try to wait for a giant.

4. Skipping two mobs and medding is worth about 50% mana.

5. The named has more HP than the other mobs. One mob passed while we were killing the named, and I let another pass as the named was dying since it drained us.

6. My DPS was such that the next mob was at the pull spot just as the previous mob was dying.

7. Without much effort, completing this mission with letting 6 mobs through is very doable.
Very much trivial at 90
# Jan 23 2011 at 4:26 PM Rating: Decent
10 posts
90 BST, 90 MNK, and 90 SHD - hydra'd - in T4 gear had time to kill between mobs. I was actually browsing AA's between incoming. One CLR merc used. Might actually be plausible EXP farming if you added 2 ROG mercs and just ran the mission timer all the way through - I'll have to try that next.

Edited, Jan 23rd 2011 5:38pm by eelblack
Don't Stand in their path
# Dec 31 2010 at 10:56 AM Rating: Decent
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54 posts
Wiped as the pull location was in the direct path. Got overwhelmed.

86 war, 86 shm, 86 mag, 86 clr, 2 mercs - tank and healer. Badly positioned - low DPS.
Don't Stand in their path
# Jan 01 2011 at 3:44 PM Rating: Decent
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54 posts
Reposition - much better to pull from the side of their pre-defined route - further north and to the east. No Wipes. All toons lvl 86 - war shm, mag (86 air pet), clr again.

Replaced Tank and Healer mercs with two damage caster mercenary.

One tier IV and the other tier I.

Was loosing ground with them on Balanced - set both to Burn and WAR was unable to hold aggro. Aggro ping ponged on casters - casters died.

Of note - the Tier I damage caster mercenary was OOM as the Tier IV damage caster mercenary was around 60%. I am unclear as to the exact reason why.

Will try again at lvl 87 perhaps.
Don't Stand in their path
# Jan 07 2011 at 12:34 AM Rating: Decent
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Got it. Got all toons (WAR/SHM/CLR/MAG) to 87 - added offensive (enhanced aggression) and Shield specialist AA's to the WAR - kept the two damage caster mercenarys.

I knew I was ready as I timed the Tosk rallosian mobs to die between 30 and 45 seconds.

Clr and shm were nearly always low on mana - just let two or three mobs go by to get mana back up.
No. of Chronos
# Nov 29 2010 at 3:05 PM Rating: Good
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48 posts
The number of choronobines varies, as you might expect. Today it was 15. This is a popular mission, still.
No. of Chronos
# Dec 05 2010 at 12:16 AM Rating: Good
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55 posts
this will be farmed for a while. I massacred these missions when i was level 85. I imagine pet classes with level 90 mercs can sit on their mounts and stand on the path of the reinforcements, get auto-agro and kill mobs in less than 30 seconds... take a nap for 6 hours and wake up with a boat load of AA's. AFK farmers dream so don't expect to see 180 chronobines until they come out with level 95.
No. of Chronos
# Feb 26 2011 at 5:13 PM Rating: Decent
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17 posts
Be a tad hard to farm the AA in here as there are only 44 reinforcements, if you kill them all or let a few pass, they will not repop, only mobs in the zone may repop, and i never bothered to check that out.
Way to easy!
# Oct 11 2010 at 11:21 PM Rating: Decent
38 posts
I'm looking at these posts with 70's toons in 2010 and 25k hp tanks and such....this is going to be a breeze for me.

Boxing ~~Lvl 85 Max AA, Max LAA 49khp Zerker, Lvl 85 2k AA's, 46khps 7kac Warrior, Lvl 85 400 AA 30k hps/4k ac Rogue and finally a crud DPS (700ish lol) Lvl 85 300 AA, 30k hps, 4.5k AC Bard. 2xT5 Cleric Merc......I'ma walk all over this mission LOL. Group DPS usually around 8-9k DPS.

Doing it as the final task/mission to get my T5 mercs on Rogue and Bard. Cheers!

Edited, Oct 12th 2010 1:22am by bertanbeth
Need three people in zone for event to start.
# Aug 07 2010 at 12:50 AM Rating: Decent
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Got mission with my box and two mercs zoned in and event wouldnt start.

Added a third person to task who was in guildhall same result event wouldnt start.

Once third person entered the zone event started up almost as soon as they had zoned in.

Edited, Aug 6th 2010 11:51pm by SiddarA
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Soulhate Necromancer of Evening Reign
Need three people in zone for event to start.
# Aug 11 2010 at 8:51 AM Rating: Decent
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72 posts
I can confirm this. Tried this task yesterday with a box and two mercs and it wouldn't start until a 3rd PC entered the zone.
Easy
# Apr 24 2010 at 1:00 PM Rating: Decent
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195 posts
Used 85 bard, 85 sk, 85 rog. didnt let a single one past. mercs never came even close to 90% mana. Overall good run
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With so many ways to die, why choose just one?
Not too bad
# Mar 16 2010 at 7:16 AM Rating: Decent
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Did this last night with a pretty high DPS group. Group was:

85 Monk (tanking)
85 Wizard
81 Wizard
82 Rogue
83 Mage (Me)
85 T5 Cleric Merc

Only one mob got through, and we didn't even see it go by (at around the 30 kill mark). I don't think anyone's mana ever dropped below 80%. I'm pretty sure the 85 monk and wizard were Crystalos raid geared, everyone else was in cultural or T4-T5 gear. I realize this is a very heavy DPS group, but even so the difficulty seemed overstated.
Rathe theme
# Nov 06 2009 at 8:30 PM Rating: Decent
1 post
The invasion of Rathe by the forces of Rallos was meant to fail, but the discordians have been trying to aid the war god's plans. After all, what is more chaotic than a war that encompasses everything? So it is up to us to level the playing field and halt the Rallosian's progress. To do this we start with aiding the prisoners. Talk with Sterik Gristmaker and complete his task Retinue of the Frog-God. Next chat with Nedsin Tabbels and do 3 tasks in his arc:

* Find Your Allies
* Whom Frogs Destroy
* The Wrath of Korascian

With these complete Ylatra the Vassal will speak with you and give two tasks that take you into the Rallosian force up near the Rathe Council Chamber:

* Disrupt the Siege
* Champions No More

The entire arc ends with a group mission from Ylatra, Murdunk's Last Stand, where you set an ambush and kill off 35 reinforcements (bring dps!). With the reinforcements cut off, the balance swings back to the denizens of Rathe and the timeline is restored completing the theme. (taken from raspers repository thanks rasper)
Void Access
# Nov 02 2009 at 6:08 PM Rating: Good
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I just completed this task last night. Am I wrong in thinking that this task was all I needed for the next void access? I've finished the Oceangreen access tasks to get Void B, so I thought with this one done, I would get Void C. However, upon zoning in, I found that I was still in B. Did I miss something? Any insight would be most helpful. Thank you.

Edited, Nov 2nd 2009 6:14pm by Ipthar
Void Access
# Nov 03 2009 at 10:21 AM Rating: Decent
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91 posts
There are several other tasks with Earth Theme progression besides Murdunk's that need to be done. Check out this link for progression info. http://everquest.allakhazam.com/wiki/eq:progression_through_seeds_of_destruction
____________________________
Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity.
-General George S. Patton
my strat with a weak group
# Jun 02 2009 at 8:24 AM Rating: Decent
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64 posts
02 June 2009

Single person hydra (me) using:
85 wizard, SoD group gear, 750s AA, w/ T4 tank
85 bard, SoD group gear, 750s AA, w/ T4 cleric
77 shaman, SoF bazaar gear, 350s AA, w/t4 cleric
crack and haste from a chanter

Finished on second real attempt. Tricks I used:

-I let the slow giants run past me as I neared the 30/35 mob mark. It seems they take longer to reach the Rathe chambers so their slowness bought me some time.

-The little goblins seem to have lower HPs. I didn't let those easy ones get past. (I don't parse so I can't confirm this.)

-The giants seem to have more HPs. If I needed to med I stopped to let those past. (Again, I can't confirm.)


If I didn't try this just for kicks I would have thought my group geared and somewhat low AA toons couldn't pull it off. Maybe SoE made it easier? Give it a run and don't believe the posts that say its too rough without a great group.

Good luck!
Our group
# May 20 2009 at 8:06 PM Rating: Decent
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85 Paladin almost 600aa 25k+ hp 3.7k+ ac unbuffed
85 Cleric 800ish aa
85 Bst 700ish aa
85 Bard 450aa (paladin's bot)
83 Shaman 650aa (cleric's bot)
T4 Tank merc for extra dps.

We moved to the point where the mobs take their brief stop and pulled them as they came. We skipped all but 1 giant and finished with 6 making it through. Cleric ran LoM around the 20th mob or so so we dropped the tank merc for a fight and popped a t4 cleric and then replaced it with the tank after cleric was ok. Only took us 2 tries and the first time only went wrong because we got a guard agro during a fight where we already had 2. If you reuse discs as much as possible and keep the dps up on all mobs then you'll do fine.
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Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity.
-General George S. Patton
Success
# May 20 2009 at 5:24 PM Rating: Decent
21 posts
This wasn't nearly as bad as I feared after reading some posts here. We headed north a bit from zoning in and stood dead in the center. We could see guards, but none came close. Mobs came as expected and we kept pace fine. We kept dps going pretty well and followed advise of sitting out evey eight or nine to recover. Most of us were geared with sod groupable stuff or better and had at least 1k aa.

85th shadowknight
85th monk
85th ranger
85th magician
85th druid
85th t4 merc healer
did it!
# May 10 2009 at 7:29 PM Rating: Decent
11 posts
well, i just did this mission with my three bots, a crappy monk and a tier4 merc tank haha, was rough..but did it..and im glad. it sucks big time!

85 war
85 ran
81 wiz
tribunal!
Tips
# Apr 16 2009 at 9:19 AM Rating: Decent
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62 posts
You need DPS big time, and I agree high mana casters,

I let 3-4 through to med, the guards will help, I moved group north west a bit, so I was out of the roaming range of guards. I popped my servents to help heal a bit to better manage mana, my enchanter only had to mez a couple, was able to keep up with spawn. I had clr, shm, enc, war, ber, mnk all 85, high aaxp, with high end grouped items. So I would kill 8-10 let one though to med a bit, then repeat. I did not have the named spawn, so no idea how tough he was.
DPS
# Apr 15 2009 at 11:15 AM Rating: Decent
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1,069 posts
This is an event all about DPS. If your DPS is too low, you will NOT be able to win. If it's very high, this will seem like one of the easiest tasks in your progression. Based on my experiences, I'd estimate you need about a 3k average DPS to stay afloat. 2.5k would be doable but you would have to be smart in selecting which mobs to skip, rationing mana etc. 3.5k+ and you'll just feel like you're on a regular lesson burn.

For those worried about the DPS, here's a few useful notes:
- None of the mobs have ever summoned us (the named might?)
- All the mobs are snare/rootable
- All the mobs are mezzible
- All the mobs are slowable

It's possible that a proficient CC could mezz/snare kite mobs around if youget desperate. I'd suggest that as a very last resort though as you will have a lot of mobs pile up fast.
DPS
# Feb 20 2010 at 12:14 AM Rating: Decent
14 posts
Giants canot me mezzed
Tips
# Mar 10 2009 at 12:58 PM Rating: Good
  • Use Your Mount
  • Have Staunch handy if your mana pool is low
  • Nuke, don't dot, stay mana efficient
  • HoT and Promise your tank so you can help dps if mana allows.
  • If you have to skip one, skip the giants they have more hp and hit harder
  • Make a decision before you start if you are going to kill the named or skip it should you pop and not have enough room to kill him and win.
  • High DPS be it melee or high mana casters, you'll need it :)


Good luck and GRATS!!
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Disclaimer: This account is used by the entire Spiritwalker guild. If anything inappropriate, offensive, or otherwise annoying is linked with this ID then please e-mail a report to spiritwalker @ spiritwalkerguild.com with a link for said item to be edited or removed.
Tips
# Jul 24 2009 at 7:12 PM Rating: Decent
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19 posts
I am going to assume that you are a druid or shm by the nuke don't dot to stay mana efficient? If you are a necro, nuking would be highly mana INefficient
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Soe love the idea
# Feb 16 2009 at 12:16 AM Rating: Default
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208 posts
While I am not yet on this mission, I have read how hard it is. Has this mission been fixed of the bugs/ tuned down? I love the new mission types SoE has made, cept the bugs. Just give them time guys and all will be fixed, best not to get angry
Assist?
# Feb 05 2009 at 9:04 PM Rating: Good
Do the guards assist or not? We are in disagreement over this. I say they did.
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Assist?
# Mar 08 2009 at 10:43 PM Rating: Decent
47 posts
oh yah they assist pissed me off to. 1 guard assisting can mess your timing up. I had to let 1-2 get by on purpose just to adjust and get back bceause the guard killed my enc twice.
Assist?
# Feb 12 2009 at 3:10 PM Rating: Decent
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647 posts
Guards certainly assist.
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Weird
# Feb 01 2009 at 6:49 PM Rating: Good
3 posts
Ok, so a group just tried this mission we had an Enc, Bst, SK, Pally, Ranger, and a Cleric. The Enc was mezzing charming them and would send mobs to us at 10 - 25%. But after 1 atempt with nothing going wrong, the second time the mobs would randomly drop agro. you could not attack them or cast and they would run away and go where ever and give u the 1 reinforcement's have reached Murdunks camp......Has anyone else seen this or heard of it happening?





UPDATE - Banishing mobs at a low health %'s causes that too hapen

Edited, Feb 2nd 2009 5:38pm by Talzy
Weird
# Jun 09 2009 at 11:24 AM Rating: Good
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102 posts

Ok, question, how did the chanter charm level 85 mobs? I dont know much about enchanters; but the spell list for them shows the level 85 charm spell lets them charm up to 84. Is their an aa that lets them charm higher? Or is the spell description wrong?
Weird
# Aug 31 2009 at 12:16 PM Rating: Decent
17 posts
NOT ALL 85 FYI
Weird
# Feb 02 2009 at 2:37 PM Rating: Decent
3 posts
UPDATE - Apparently banishing the mobs at low health %'s will cause that too happen.
Howto
# Jan 28 2009 at 6:59 AM Rating: Decent
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55 posts
Head a little into and slightly out of the path of the runners, but not to far. Zone is outdoor, so caster dps may sit on a mount. Tank tags runners when they pass by.

DPS down what you can and let pass by what you can't. Stretch the ressources to last about 30 min and just kill what you can. A full group of SOD T3 equipped lvl 85 chars made it, even having the MT ld for 4 mobs (+2 who passsed) and one char boxed. Medium around 1,5k AA per char. Setup has been: Pala, Shd, Dru, Nec, Shm, Ber. So not a specific picked hight-dps group. Still had 5 mobs come by when task was done.

3-boxing + 3 mercs groupgeard T3 likely won't get this done, you should bring 6 chars. But beeing alarmed from the rumors heard beforhead, it was much easier than we expected. We went there full buffed + equipped with any kind of useful shamy-pots. (ds, crack, heal-pots, dot extensions, foci improvements ..). DS-pot was used and some extension/focipots, but would have been ok also without any.

Suggestions:
Don't loose dps running around trying to pull, wrong spot if anyone needs to move.
Don't loose dps trying to cc, atleast if you don't have a chanter. If you get unwanted aggro, wrong spot.
Heard the chanters today can keep locked upto 10 mobs almost infinite. So if ther's a chanter, counting the mobs and start mezzing when 5-6 mobs have passed may is a viable option.

"slap in the face", "broken needs to be fixed", "if I can't do it I will leave the game" ... thought are therms to be used exclusively on the sonyboards.

Edited, Jan 28th 2009 4:10pm by Wastel

Edited, Jan 28th 2009 4:12pm by Wastel
Howto
# Jan 29 2009 at 11:34 AM Rating: Decent
28 posts
I am gonna have to agree with you on most of this. While I do not change my opinion of this being a bit rough for its era not really because of the hits so much as the sheer amount of mobs needed and the time frame per kill, I have had difficulty with people trying to pull over the tank and grab mobs in fear they will get away when we should have let it go past, and casters that take agro and run to the middle getting an unwanted add. I did not see cleric in the set up, so your shm/dru must be very good. I do think that without a cleric your group is higher dps than most. We did take in a cleric merc with us and they just cannot make the cut in there and your way better off replacing them with a real character (could not find one at the time). Their mana will not last the whole time unless they are on efficient and you pull one at a time or mez asap. Good luck to all stuck on this one!
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Like a slap in the face, Murdunk's Last Stand
# Jan 26 2009 at 4:38 PM Rating: Decent
1 post
this task is evil & needs to be redone/fixed.

mobs spawn varies 10-65 seconds after each other.. most are 45/50 sec spawns.

the count for how many mobs get past you has been off in the many times i have gone in and yes failed. sometimes the counter is right, other times it adds up 2 or 3 more then really went by. so keep an eye out. also watch for when the mission ends, you will be kicked out in a kill zone. (INVIS UP!)

keep in mind it's not a raid, it's a group misson. (3-6 players) a mission that is to get you in void e.. so you can get tier 4 (temporal molting cell). so with that in mind this mission should be set for players using tier 3 gear right? nope not the case.

1- these mobs have too many hitpoints v/s the fast spawn rate.

2- the larger mobs have even more hp (if you let then go by pick these ones)

3- note some of them run by like they got bard speed

after doing all the voids before e, getting to this last mission i was like yes i'm almost done.. and then a total slap in the face. this mission is way too hard for the gear level it is intended for.

i'm not giving up YET, but a few have and i think it's sad. i don't want to look for another game i like this one. i can only hope that they fix this other wise i am just stuck at repeating this and crossing my fingers. however; when they pop out the next expanion, when is it due? fall/winter this year? if i'm not done months before then i'm not doing it. infact if not done by then i may just join the ranks who are leaving. they are poping out too many expanions, way too fast and not fixing the bugs from the past ones. if they don't fix this quest soon it will be too late to even do this part anymore.

to those that have won this.. GRATZ GRATZ and more GRATZ!
Sigh
# Jan 18 2009 at 12:28 PM Rating: Decent
28 posts
Ive been dreading this mission since I read about it and what it entails. The mobs hit just like regular mobs in warrens and have the same amount of hit points. We went in with basically a T3 geared tank and it was very hard. If your gear is already higher than T3 say elegant with last bloods and good jewelry it may not be so challenging, but our tank was getting whooped on!! If we had more than 1 it was practically a wipe. Also we had wizard, mage, beast for dps and I feel this mission is insane expecting people to chain kill like that, the casters run oom so you have to bring maybe one caster and mostly melee dps. I would feel the mission were more appropriate if it did not go so long. Even some people that have raid tanks are saying this gave them some trouble so I think its just too much and plan to /feedback. Would appreciate missions that are challenging for the "level" of equipment provided and for those that have done this that is great but I feel your gear was probably beyond this tier already or you struggled quite a bit. P.S. If everyone had decent gear this mission may be kitable as I noticed they did not summon.
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Shillyona Silverstorm of Test Server
General Lobroan
# Jan 16 2009 at 4:57 PM Rating: Decent
Scholar
*
130 posts
General Lobroan has a chance to spawn as one of the reinforcements. He's not much different from all the other mobs.

I BEG TO DIFFER
this guy was heck to kill. slammed our tank for bout 7k max not much tho, rampaged, enraged, flurried, hit very fast even slowed. beware of this

EDIT:
no longer gives 180 chronos, only 60 now

Edited, Jan 16th 2009 7:57pm by Nitudzen
Info
# Jan 14 2009 at 8:44 AM Rating: Good
Guru
*
129 posts
We did this just standing out the way of the pathing Rallosians, just off a small step/ledge. If standing in the path, it could get a little overwhelming. We had 5 people attacking them and one person pulling the Rallosian when they pathed by, with a tank keeping an eye out to take agro. If we had more than 2 on our hands the puller would let one go by. In the end it was pretty easy, and only let 4 Rallosians pass by. My only regret is I didn't have any exp potions on me while doing this.


Edited, Jan 14th 2009 6:52pm by Olivan
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Olavin - SK 85.
Mezmorite - Chanter 66.
drops and named
# Jan 01 2009 at 9:24 AM Rating: Decent
13 posts
General Grusix spawned 3 times in our instance today and we got the cape once, a Phased Medial Luminessence, a Warped Medial Incandessence, and 2
Rallosian Imperial Shield's
Information
# Dec 09 2008 at 12:03 AM Rating: Decent
Scholar
*
63 posts
The place to fight is very near where you zone in. The rallosians come from the portal and run down a path that you will probably notice. They stop in front of the camp spot for a couple seconds before proceeding to run down the path.

Near the end we didn't receive anymore pops. At 34/35 kill we had four on us and no more came. I'm not sure if this is how it is or we were lucky. We had to kite the last one because a couple people died.

Also, you can't mez the giants. The named didn't spawn for us either.
WHERE TO FIGHT
# Dec 05 2008 at 3:07 PM Rating: Decent
we have done this misson a couple of times without much luck so far. Anyone have any points on where to fight or how did you get one or two of the mobs to pass you ?

Any help would be wonderful. Thanks

____________________________
The Husband and Wife team

Sakulapsidy Dragonborne
Paladin of the 85th
and
Whyz Arze
Druid of the 85th season

General and Loot
# Nov 19 2008 at 9:30 PM Rating: Decent
13 posts
The general can drop loot; a 600/600 all/all cape fell for our group.
General's Loot
# Dec 16 2008 at 7:52 PM Rating: Decent
*
59 posts
General's Cape
Magic, Lore, No Trade
ALL/ALL - Back
Size: Medium
Slot 1, type 7

AC 46, HP 585, Mana/End 591
STR 8+2
STA 37+2
INT 15+2
WIS 13+2
AGI 17+1
DEX 37+2
CHA 32+6
MR 17, FR 26, CR 23, DR 21, PR 29, CORR 0
attack 39
mana regen 1
Combat Eff 3
Shielding 1
dmg shield 1
dot shield 1
dmg shld mit 1
avoidance 3
accuracy 4
stun resist 1
strike thru 1
heal amt 6
spell dmg 1

FOCUS EFFECT Korshawn's Benevolent Extension IV
Increases the duration of benefical spells by 25 percent. This bonus will decay on spells over level 85.
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~kat~
Valorguard, The Nameless

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