Murdunk's Last Stand  

Quest Started By:Description:
Where:
Who:
Rating:
*****
(Average from 2 ratings)
Information:
Level:85
Maximum Level:110
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: Tue Jan 28 14:58:12 2014
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 may not start unless there are at least three people in the zone. It's possible this requirement may have been eliminated at some point. If it's still in place, mercenaries may count towards the required number.

Kill 25 Rallosian reinforcements 0/25 (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 25 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, you see:

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.

Reinforcements stop spawning at this point, and the task completes.


Reward:
Timeshear Green Fragment Ena
Faction
15-180 Chronobines
Rewards:
Send a Correction
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more info
# Mar 22 2015 at 2:09 AM Rating: Decent
*
59 posts
03/12/2014
did this with me, a Level 105 Druid with tank merc
and a level 75 Warrior box, that pretty much just sat there

did this today with no issues

the 75 had no flags and no faction and never even zoned in to the places b4 today
the 75 got exp and the win,and achievement credit towards merc
the 105 had the ability to request the mission

hope this clears up any confusion
____________________________
---------------------------------------------
110 Wood Elf, Druid w/34289AA
Baking 345 M3 ----- Fletching 345 M3
Brewing 345 M3 ---- Pottery 345 M3
Jewelry 345 M3 ---- Smithing 345 M3
Tailoring 345 M3---Reserch 345 M3
Artisann's prize
more info
# Sep 27 2015 at 10:49 PM Rating: Decent
41 posts

Is 75 the Minimum ? I tried doing with a 85 Shaman and 73 Magician. Would not port the 73 in.
Quest Update
# Dec 11 2013 at 11:18 PM Rating: Decent
2 posts
This has changed as of 12/11/2013 to require only 25, and you can have only two people in zone (or perhaps mercs count).
Easy Peazy
# Jan 19 2013 at 5:13 PM Rating: Decent
Avatar
37 posts
Headshot all em..35 for 35. even General. Had Merc Healer and 85 enchanter(had to have 3 in zone ).
Easy Peazy
# Nov 11 2013 at 8:30 PM Rating: Decent
35 posts
Just want to clarify. Just as is stated in the previous post. You no longer need 3 players in zone to start the event. Mercs do count now. Did this last night with my 85 cleric / 85 bard combo with j4 caster/rogue mercs.
____________________________
Cereh
Archon
Prexus
Level 81 3 box group
# Sep 12 2012 at 2:46 PM Rating: Decent
13 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
*
221 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
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
**
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
Scholar
*
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
Scholar
*
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
Scholar
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54 posts
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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202 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
*
74 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
Scholar
46 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
Scholar
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231 posts
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
____________________________
Soulhate Necromancer of Evening Reign
Need three people in zone for event to start.
# Aug 11 2010 at 8:51 AM Rating: Decent
Scholar
*
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
Scholar
*
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
____________________________
With so many ways to die, why choose just one?
Not too bad
# Mar 16 2010 at 7:16 AM Rating: Decent
Scholar
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72 posts
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
Scholar
*
56 posts
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
Scholar
*
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
*
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
Scholar
*
91 posts
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.
____________________________
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
31 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
Scholar
*
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
***
1,197 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!!
____________________________
Spiritwalker
Social Raiding Guild
Prexus
Guild Leader: Froakah
http://spiritwalkerguild.com

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
Scholar
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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