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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) 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 180 Chronobines | ||||||||||||||||||||||||||||||||||||||||||||
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* 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)
Edited, Nov 2nd 2009 6:14pm by Ipthar
-General George S. Patton
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!
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.
-General George S. Patton
85th shadowknight
85th monk
85th ranger
85th magician
85th druid
85th t4 merc healer
85 war
85 ran
81 wiz
tribunal!
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.
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.
Good luck and GRATS!!
Social Raiding Guild
Prexus
Guild Leader: Froakah
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UPDATE - Banishing mobs at a low health %'s causes that too hapen
Edited, Feb 2nd 2009 5:38pm by Talzy
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?
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
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!
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
Edited, Jan 14th 2009 6:52pm by Olivan
Mezmorite - Chanter 66.
Rallosian Imperial Shield's
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.
Any help would be wonderful. Thanks
Sakulapsidy Dragonborne
Paladin of the 85th
and
Whyz Arze
Druid of the 85th season
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.
Valorguard, The Nameless
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